Learning Programme
ERASMUS+ Project | Computational Thinking and Coding - Literacy of the Future
C4 Activity | 10th to 14th January 2022
Learning Programme Implemented
- Welcome programme (presentation of the school, region and country);
- Ice breaking activities to promote integration among students);
- Presentation of the Portuguese educational system, curriculum and ways to learn and teach digital skills, coding and web 2.0 tools;
- Organization of educational trips and workshops;
- Forum about similarities and differences between the profile of participants to develop common strong positions for the purpose of strengthening co-operation.
Methodology:
- Smart Chase
- Hands on
- Electronic Lab
- Tailor made solution
Workshops:
- Raspberry PI OS
- Internet of Things (IoT) - Support access control
- Bot'Roll One A and mBlot Complete
- Introduction to programming - Pyton
- New technologies and web 2.0 tools in the class (teachers)
Learning Results:
- Use platforms to collaborative work;
- Familiarize with ICT and web 2.0 tools;
- Contact with some codes that perform tasks on Raspberry PI cards;
- Apply codes on Raspberry PI in school environment - Internet of Things;
- Use Raspberry PI to build games and artworks;
- Create codes to s Bot'n Roll One A;
- Create a scenario to develop a competition between robots;
- Facilitate educational STEAM.