Greece 2nd GEL Kalymnou – Robotics
Students of the 2nd daily high school of Kalymnos made this app with the humanoid robot NAO. NAO recognises in the photos (NAOmarks) the kind of the sponge and tells some general information about them.
The Emergence of Robotics in Education Education World
The learning theory of constructionism asserts that people construct mental models to understand the world around them, and that this can be achieved through activities like building, tinkering, playing with components of machines and other systems, and watching how they interact. Seymore Papert introduced this theory in the early 1980’s, and around that time, the first educational robotics program emerged, called LOGO, which he also developed. LOGO is actually a programming language he developed that was used to control robot “turtles”—to move them forward and backward a specified distance, turn right or left a specified degree, drop a pen, and draw. (περισσότερα…)
Innovation spaces benefits – Makeblocks education
Bespoke concept for the needs of schools
- Promotes modern teaching methods and student-led, hands-on learning
- Raises pupil/pupil, pupil/teacher and teacher/teacher unity
- Application of 21st-century learning
Gives schools a new buzz
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Inspires tomorrow’s scientists and engineers
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Becomes a creative hub, enabling
cross-curricular teaching -
Brings STEAM to life
Outreach focus
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Connects with community
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Connects to other schools
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Expands extracurricular activities
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Adult learning workshops in STEAM and coding
Barefoot – unplugged activities to develop computational thinking skills
Join Dr Chips and Ms Lieghio for the first Barefoot Live. Here they’ll be introducing various unplugged activities to develop computational thinking skills, including Dance Moves! The activities are suitable for all primary pupils and require nothing more than pen and paper to complete.
Barefoot – Safer Internet
Join Dr Chips and Ms Lieghio for a Safer Internet Day live special! They’ll be sharing the freshly revamped ‘Cyber Snakes’ activity for pupils aged 5 – 7 and launching a brand new online game about phishing scams,‘ The Phisherman’, for pupils aged 8 – 11. Join live or watch again at this link
SCRATCH – use of variables in computer games
Join Dr Chips and Ms Lieghio where they’ll explore the use of variables in computer games. First up they’ll show how to blast asteroids (whilst learning about variables of course) using ‘Asteroid Blaster’, and then leave you with a coding challenge to complete in