Coding and software

Learning the logic first, then the language

In coding and software activities, students develop algorithmic thinking and digital literacy through block-based and text-based coding methods.

The Artificial Intelligence and Software Club and the 3D Design, Arduino and Software Club give students room to make their own projects in the areas that interest them.

Stone-paved school path

A path followed step by step

Coding is like following a path step by step: first you plan, then you carry it out, and if you see a mistake you rearrange. In this process children learn to think patiently and systematically.

  • Basic concepts such as sequence, loops and conditions
  • The habit of debugging and trying again
  • Moving from small programs to their own projects
  • Using digital tools consciously and productively

CodingStages

StageFocus
Block-based codingBuilding algorithms with visual blocks; grasping logic and sequence.
Text-based codingWriting programs with written commands; finding and fixing errors.
Project workPlanning an idea, programming it and sharing it with friends.

The list of software and platforms used is set according to grade level; you can contact our school for details.

Wooden tree house built into a pine tree and a tile-roofed wooden building with a yellow hammock beneath
Nature-based work area with a sand pit under the trees and a wooden table with trays
Aerial view of the campus

Children who make technology, not just consume it

The shared goal of the technology and science clubs is to see technology not just as something used but as something made. Students think, try, make and improve.

Artificial intelligence activities
Wooden sign in front of a pine tree explaining that the tree provides oxygen Wooden stage in a forest courtyard surrounded by pine trees, with a stair-slide on the slope Colourful school art panel painted with Keith Haring figures

Start your Serpil Orman journey today!

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