In this exercise, the children learn what a swarm is and how it can move in spite of many individual animals as a whole. First, the mentor shows them pictures and/or video material on the subject. Then the children follow a swarm by following certain rules to get to the feeding place and avoid enemies.
Here, children experience the basic principles of object-oriented programming and the interaction of individual programs. They playfully learn how to tackle a big problem in small parts, to recognize patterns and to predict a result.
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