The University of Oxford forecasts that in the next 20 years as many
as 47 percent of jobs around the globe will become completely automated. Meanwhile, predictions on the number of connected devices that will be in use by 2020 as part of the Internet of Things vary from 20 billion to 75 billion.
Because of this proliferation of Computers, Apps and Robotics, there’s a growing anxiety about the increasing role of artificial intelligence and computers, in particular, whether machines will make workers obsolete. Understanding what computers can and can’t do is fundamental in addressing these anxieties. Schools and teachers from all disciplines need to teach students how to remodel the technological world around them, we can help them become creators rather than just consumers of technology.
Furthermore, today’s students need to learn, invent, teach others, collaborate, and share their knowledge when it best suits their personal needs, interests and style.
Classrooms need to become places of great joy, creativity, and collaboration that lead students to transform from passive consumers to active creators and inventors.
Teachers need to combine multiple disciplines, enhance learning and prepare students for diverse pathways that prepare them for unforeseen career paths.
Schools need to actively involve student participation by offering multidisciplinary learning experiences and create polymaths…
The real world commands that these “Polymath” versatile, flexible, highly innovative creative minds will be ready to change professions at least 3 times during their lifetime. (Think Tank on Global Education Harvard 2016)
As school instruction still separates disciplines, schools need to offer STREAMS (Science, Technology, Reading, Engineering Arts, Mathematics and Social Sciences) transdisciplinary experiences. These experiences need to engage and stimulate students in getting actively involved in active learning. During this process, students need to take control of their own learning and take the lead. Only innovative learning experiences inspire students’ imagination and participating and involvement during class instruction.
At the moment, national curricula are advocating that students need to be exposed to computer science, coding, (“Learn to Code Before You Learn to Read”), computational thinking and robotics from kindergarten to 12th grade! The educator community and schools need to simply inspire students to imagine and take control of their own destiny with enthusiasm and confidence.
This seminar is aspirational inspirational and practical as it offers school leaders, educational consultants and curriculum coordinators values, tools and activities that enrich and accelerate the learning process.
This seminar will offer valuable insight to school principals/managers, educational curriculum consultants and master trainers of private High School and Lyceums, as well all other private educational Institutions approved by Ministry of Education and Culture. All schools need to transform and develop their educational practices further, integrating Computational Thinking, Tinkering and Robotics across all disciplines.
This expert educator professional development workshop aims to provide school principals/managers, educational curriculum consultants and master trainers of private High School and Lyceums with the latest state of the art tools, platforms and educational pedagogies that will fully support them to acquire the following types of knowledge, skills and attitude-related objectives:
- Understand the remixing |reusing theory as a powerful methodology and classroom instruction for engaging students to excel.
- Comprehend the effects of the global competitiveness in teaching and learning
- Realize that today’s students need to become polymath minds if they want to connect, compete and excel on a global market scale.
- Review full demos of Curricula for NXT, TETRIX of Hummingbird Robotics and Platforms so that to understand how to best integrate them in the learning plans and instruction.
Skills-related objectives (Be able to)
- Integrate Science, Technology, Reading/Writing, Engineering, Arts, Mathematics and Social/Emotional learning to improve student understanding and adequately prepare them in STEM-related jobs and carriers.
- Use Tinkering and computational thinking to solve scientific, engineering as well as social problems and challenges.
- Use programming languages and Robotics in broad and diverse range of disciplines.
- Use creative coding through games and apps to well-prepared students for life and future careers.
- Inspire students to develop powerful ideas empower self-reflection, clarify their thinking and connect them to solve real-world problems.
- Integrate the use of state of the art resources and tools available such as ROBOTC® for MINDSTORMS with the NXT and TETRIX platforms and Hummingbird Robotics.
In-house seminar objectives:
Ideas, pedagogical methods, tools and recourses demonstrated during the two workshop days will be used to assist with the individual progress of participating schools and workshop participants. In-house training by workshop Instructor will focus on discussing in more detail how tinkering computational thinking can be used to inspire and engage students to pursue aspirations, investigate problems, design solutions and chase curiosities. Therefore, workshop participants will be able to:
- Set processes for continuous improvement of class instruction and school change.
- Transform existing classroom practices to facilitate self-directed, dynamic learning.
- Create performances for meaningful and well-balanced personalities.
- Define ways to measure and evaluate learning outcomes.
- Set policies to accommodate all student needs and curriculum requirements.
07:00 – 07:30 / Arrival & Registration
07:30 – 08:00 / Introduction and Overview of the Seminar’s Objectives
08:00 – 09:30 / Connecting the Disconnected: Schools and the Increasingly Innovative World
- Innovation eliminates traditional-structured-routine jobs
- The global need for creative problem solvers
- How schools kill creativity
- Fostering and nurturing creativity
Empowered by Tinkering: Learning by Doing
Tinkering is an ethos used by thousands of educators provide students opportunities to design, invent, innovate and make. As students tinker with materials, they are constantly putting things together and taking them apart. They are learning through play—trying out new ideas, exploring alternate paths, making adjustments, imagining new possibilities, expressing themselves creatively. In the process, they learn about the creative process and develop as creative tinkering.
- Which computational and programming concepts should be introduced?
- What games and exercises enhance teaching concepts in fun, authentic and creative ways?
- How do programming ideas, programming languages and robotics support concrete ways of thinking?
09:30 – 09:45 / Coffee break with biscuits and snacks
09:45 – 11:45 / Introducing Key Programming Concepts to All Educators who are not computer specialists
- Introduction to the fundamentals of programming and computational thinking
- Boosting confidence in working with technology
- Use of computational thinking in broad range of disciplines
- Enhancement of student understanding through working on projects, both unplugged and on a computer, using the Scratch programming language
- Development of ideas for using object-oriented programming in the classroom
- Introduction to the “Internet of Things”
- Exploring how Arduino adventures foster creativity and collaboration.
Case study: Creative Coding Through Games and Apps
Present creative coding through games and apps. Present ways of preparing students for life and careers in the contemporary world. Students can be creative, learn best by doing, and get more socially engaged when they play. Games create an interactive and immersive learning experience focusing on solving real-world problems that are relevant to students’ lives.
11:45 – 12:30 / Lunch break at Hotel’s Restaurant
12:30 – 14:30 / Using Simple Electronics
- Develop knowledge of simple creative electronics
- Set up your Raspberry Pi and write your first program using block-structured programming language
- Develop a new generation of tools, activities, and spaces to support playful investigation and experimentation while integrating digital and physical materials
- Get involved in activities that enable student participation in new types of inquiry into light, sound, motion, and even storytelling
- Demonstrate “light play” examples where students can use program colored lights and moving objects to create dynamic patterns of shadows.
14:30 – 14:45 / Coffee break with biscuits and snacks
14:45 – 15:45 / Practical Group Work 1: Making It Happen
Moving from vision to reality by developing initiatives and strategies, teachers from all disciplines and levels can get involved, achieve learning goals and share individual experiences.
7:00 – 7:30 / Arrival
7:30 – 8:00 / Recapitulation of first day
8:00 – 09:30 / From Computational Thinking to Programming and Robotics
1. Learn to Code, Code to Learn.
- The benefits of using the algorithmic process for all disciplines. How students can use mathematical and computational ideas to enhance their understanding and to make connections across disciplines.
- How students can formulate strategies to solve problems, design projects, communicate ideas and collaborate.
- How students can reuse and remix coding projects and other kinds of projects (from Math, Science, Arts, Music) to innovate and excel. We will present how students use existing solutions to achieve much more complex outcomes than they could have done without technology.
2. Computational thinking.
- How computation thinking can be used not just for computer scientists but for everyone, regardless of age, background, interests or occupation.
Case study: “Remixing and Reusing” A Pathway for Learning.
The “Remixing” theory was tested using data from more than 2.4 million multimedia programming projects shared by more than 1 million users in the Scratch online community. First, we will see how users who remix more often have larger repertoires of programming commands. Then, we will see how exposure to computational thinking concepts through remixing facilitates the use of those concepts. These results support that young people learn through remixing, and have important implications for designers of social computing system.
We will address questions like: What is reasonable to borrow from others? How do we give appropriate credit to others? How do we assess cooperative and collaborative work?
“Remixing has been defined as the reworking and combination of existing creative artifacts, usually in the form of music, video, and other interactive media. The phenomenon is widespread, culturally significant, and controversial as it provokes important questions about ownership and authorship”.
09:30 – 09:45 / Coffee break with biscuits and snacks
09:45 – 11:45 / Robotics: The New Literacy and Powerful Learning Tool Across All Disciplines
Robotics is a great way to get students excited about science, technology, engineering, and math (STEM) and to engage them in complex, strategic problem-solving. It introduces students to concepts and skills that are needed for understanding the intelligent, highly interactive information-based technology of the future.
- Introducing the STEM -> STREAMS approach with LEGO MINDSTORMS® Education Robotics in High Schools
- Using LEGO components, sensors, and NXT module concepts, such as gear ratios, friction, potential energy, kinetic energy, and oscillations
LEGO-based hands-on activities and how these can address high school standards on mechanic concepts, Science, Mathematics and Technology. Demonstration on how to enhance student creativity, logic, and problem-solving skills with the use of technology.
Introducing the Hummingbird Robots
- How Hummingbird Robots facilitate teaching and enhance creativity
- Using Hummingbird Robots to design models from the real world
- Programming with Scratch and Hummingbird Robots to engage children in all disciplines, such as Science, Languages, Arts, Engineering, Technology and Mathematics
14:00 – 14:15 / Lunch break at Hotel’s Restaurant
12:30 – 14:00 / Practical Work 2: Parallel workgroups by participants
Participants use their newly acquired knowledge and skills in order to crate school transformation action plans and work with web-enabled resources and tools to prepare own recourses and lesson plans.
14:00 – 14:15 / Coffee break with biscuits and snacks
14:15 – 15:45 / Participant Presentations
- Group presentations of sample recourses and lessons.
- Seminar evaluation.
The company visit will include a review of the individual plans prepared by the participants during the seminar and an in-depth presentation and brainstorming discussion. Specifically, this discussion will focus on:
- Devising comprehensive school strategies and action plans on how to enable all these transformations to take place in each school
- Implementing tinkering and computational thinking in line with the school strategy and priorities
- Using Robotics across all the curricula and disciplines
- Preparing communication and coordination plans for teachers
- Demonstrating how the new comprehensive approaches in STEM/STREAMS and student-centric practices can inspire students to become creators and owners of knowledge and skills.
After this session, Chryso Christodoulou will prepare a comprehensive report for every participating school institution with consultation on how the school can proceed further and beyond the scope of this seminar and into practical ways of implementing these strategies.