Logical thinking and computer coding in today's curriculum | ES
(Code : D6-f-13)
NB: ein oder mehrere Termine dieser Aus-Weiterbildung finden am Standort IFEN Esch-Belval - Terres Rouges statt.
Kontext / Contexte
When we were young, our parents didn't know which skills we'd need growing up. Many of the jobs and opportunities available today didn't even exist 15-20 years ago. We aim to help prepare our children for their future to give them the best odds in an increasingly digital world, constantly changing and evolving, regardless of the professional path they may choose.
Skills such as independent thinking and autonomous learning are therefore extremely important because they allow a young person to adapt to the challenges they come across. Coding represents the perfect combination of such fundamental skills, while pushing creativity and co-operation to whole new levels.
Zielsetzung / Objectifs
Knowledge
Participants know:
- the meaning of computational thinking and coding
- logical challenges
- how to code on Scratch.
Skills
Participants are able to:
- foster logical thinking and problem solving within the classroom
- operate and program educational robots
- incorporate Scratch projects in regular classroom activities (e.g. Math, Language classes, Sciences, ... )
- connect external input devices (Makey Makey) to their Scratch projects.
Attitude
Participants:
- are open-minded and curious to learn new things
- take an active role in hands on activities and experiences.
Inhalt / Contenu
Session 1: Introduction to computational thinking and problem-solving
Topics:
- How to deliver off-screen activities that teach concepts of sequence and logical thinking challenges.
- How to teach kids to program robots, such as Botley and Primo Cubetto
Practical: after this session educators will extend their knowledge to the different aspects of computational thinking and the different ways to approach it.
Session 2: Continuing in depth introduction to computational thinking and incorporating into various subjects, including math, language, and science classes.
Topics:
- The methodology behind teaching logical thinking
- In-depth reviewing of practice and delivery of off-screen computational thinking activities
- Review of topics learned in the first session
- Use case review - how to use off-screen activities in the classroom
Practical: after this session the educator will be ready to practice with pupils and develop / adjust off-screen activities and concepts.
Session 3: How to implement Scratch in the curriculum - using Scratch
Topics:
- Review of topics learned in the previous sessions, to better understand how they connect off-screen activities to coding
- Logically connecting the off-screen activities to coding
- Introduction to Scratch, including how to code a game and an animation project using code blocks and functions
Practical: By the end of this session, educators will be equipped to integrate off-screen activities as part of their regular curriculum and understand how Scratch can be used in their lesson planning.
Session 4: Scratch programs - using Scratch
Topics:
- The code sections in Scratch JR: Gamified, simple, interactive and yet a very powerful tool for education
- Advance review of the coding sections and blocks
- How to design a scratch project and implement it with the students
- The code sections in Scratch JR: Gamified, simple, interactive and yet a very powerful tool for education.
- How to design a scratch project and implement it with the students
- How to link previous topics and combine them with a Scratch JR project
- Logically connecting the off-screen activities to coding
- Introduction to Scratch, including how to code a game and an animation project using code blocks and functions
Practical: By the end of this session, educators will be equipped to integrate off-screen activities as part of their regular curriculum and understand how Scratch can be used in their lesson planning.
Session 5: From theory to practice, how to connect it all and incorporate in the classroom
Topics:
- Review the topics from previous lessons, questions and practice
- Planning an interactive lesson combining off-screen, robotics (such as Botley and Primo Cubetto / similar tools that the school already has) in order to plan an activity in any topic
- Question / practice and wrapping up, also talking about what’s next.
[Bonus] Optional, given the time available: phone pattern challenge and how to design similar activities for your class, according to the level of the students.
Practical: By the end of this session, educators will be equipped to design and incorporate logical thinking concepts into the curriculum.
Arbeitsformen / Approche méthodologique
Presentation
Group activities
Kinesthetic Learning (Hands on) - Games, Educational Robots, Lap tops - SCRATCH
Referent, Referentin / Formateur, formatrice
Kids Life Skills instructors
Termin / Date et horaire
Groupe A
Modalité : | Présentiel |
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Date : | les jeudis 11, 18 et 25 janvier, 1er et 22 février 2024 de 14 à 17 heures |
Lieu : | IFEN Belval - Terres Rouges - bâtiment E |
Nombre max. de participants : | 15 |
Places disponibles : | 0 |
Statut de la formation : | Formation annulée |
Délai d'inscription : | - |
Groupe B
Modalité : | Présentiel |
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Date : | à la demande |
Lieu : | à déterminer |
Nombre max. de participants : | 15 |
Places disponibles : | 15 |
Statut de la formation : | Formation sur demande |
Délai d'inscription : | - |
Public cible
Contexte professionnel : | [ES] Enseignement secondaire |
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Catégorie de fonction : | Personnel enseignant Personnel éducatif |
Informations complémentaires : | personnel enseignant |
Praktische Hinweise / Informations pratiques
Langue(s) : | anglais |
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Informations : | Catiana Meyer Miranda - catiana.meyer.miranda@kidslifeskills.org |
Organisation : | formation organisée en coopération avec Kids Life Skills asbl |