Junior

The first program that teaches children aged 7 to 13 the language of IT, stimulating their creativity.

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    The EIPASS Junior program includes 7 modules with a selection of topics suitable for the age group between 7 and 10 years (basic level) and to the age group between 11 and 13 years (advanced level). Upon completion of the exam, the EIPASS Junior Certification is issued, also valid as training credit for the purposes of the final exam.

    The exam modules

    PC, portable, tablets and smartphones are all based on the operating logic of the computer and are generally connected to the internet. They are called digital devices. This module analyzes the technical characteristics that define its operation and performance, both in the hardware part and in the software part.
    The Internet is the network that connects computers and digital devices worldwide. This module analyzes the functioning of the Internet, the connection methods and data transmission speed. You also learn how to surf the Internet, how to use search engines and email management. A section is specifically dedicated to the tools available online for study and educational research, with a reflection on education about sources and their evaluation. Finally, the most popular social networks and messaging services are analysed, also in reference to the use that can be made of it at school to facilitate teaching processes.
    Narration and telling are formidable teaching tools. With digital tools you can use different codes: not just texts or images, but also animations, video, sounds, interactions and connections. In this module, starting from the definition of 4 types of narration, the relevant digital tools useful for creating them are analysed. You will see how ePubEditor works to create ebooks, individual or collaborative; of Canva to create comics; by Spreaker to create podcasts and web radios. And again, you will discover how to make a stop-motion video and how to create "crossroads" and adaptive stories with Twine.
    Research is a very powerful and significant educational activity. The collection and presentation of results digitally is a useful skill for the student and the teacher. Especially since the need to organize documents, Photo, video, audio, to write them, producing and archiving them is not exclusive to the scholastic world, acquiring the ability to create digital content becomes a skill that can be used in any context, especially the work one. In this module you will see which digital tools are available on the web characterized by ease of use and for creation in the strict sense, both for collaboration on projects and for sharing and presenting them.
    In everyone's life, robots have taken on such an incisive role and diffusion that they deserve a dedicated area of ​​study. Educational robotics explores the applications of robotics in teaching and enhancing learning and cognitive skills. This module shows the use of some robots selected by age group and educational application, analyzing its value in learning and problem-solving processes.
    Coding is a teaching method based mainly on problem-solving. Effectively addressing and solving a problem requires analytical skills, decomposition into simpler problems, of representation of resolution models, using the cognitive and formal linguistic tools available. In this module we introduce computational thinking and the birth of coding as a teaching method. Let's see how to create a project with Scratch, taking as an example some disciplinary sectors of coding application.
    The digital and virtual world is now an extension of the physical and real world. How we know how to move following good safety rules in the real world, so we should be able to do it in the virtual world too. Very often, however, we put our digital identity in danger, our data and devices without even knowing it. This module defines digital identity and its importance; Malware is analyzed and how it works is described. Finally, good rules of conduct are provided to avoid incorrect behavior on the Internet which leads us to encounter viruses, identity theft and violations.

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