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Jul 19, 2022

Introduction to Artificial Intelligence & Game Development for Yoshida Shokanji International School Students powered by LNBTI

A two-day workshop in “Introduction to Artificial Intelligence & Game Development” powered by LNBTI was held on 18th & 19th July, 2022 from 9.30am to 3.30pm at the Computer lab of Yoshida Shokanji International School.

These sessions were especially designed for just after O/L students of Yoshida Shokanji International school and an Experienced Academic panel of LNBTI conducted these two technical events.

Also, on the 2nd day (19th July), from 3.30pm tp 4.30pm a special session on “How to become an IT Professional in Japan” was conducted by Prof. Ananda Kumara, the President of LNBTI

Day 1: (18th July 2022, 9.30am – 3.30pm)

“GAME DEVELOPMENT IN SCRATCH”

Learn foundational programming concepts to design games and animation

Scratch is the computer programming language that makes it easy and fun to create interactive stories, games and animations and share them online. This course is an introduction to computer science using the programming language Scratch, developed by MIT.
Scratch is the world’s largest coding community for children and a coding language with a simple visual interface that allows young people to create digital stories, games, and animations. Scratch is designed, developed, and moderated by the Scratch Foundation, a nonprofit organization.
Scratch promotes computational thinking and problem-solving skills; creative teaching and learning; self-expression and collaboration; and equity in computing.

Day 2: (19th July 2022, 9.30am – 3.30pm)

INTRODUCTION TO AI”

Introduces machine learning techniques for students by providing hands-on experiences for training machine learning using Scratch and building projects with them

Students will be trained simple machine-learning models and use them to play games and complete interactive projects. This Activity Kit introduces students to the principles and implications of machine learning and artificial intelligence. In this activity, students will input data and the machine creates links that help it answer questions that are not in the data.