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The Coding Training that took place in 7-11 October in Paris, France with our participants from Turkey, aimed to equip the participants with the basic necessary knowledge in programming and applications/software that have the power to make teaching more satisfying, efficient and interactive. The topics that were discussed involved an Introduction to programming, Scratch programming, App inventor and finally Arduino projects explanation and display.

It’s really important to integrate technology into classrooms. There are countless reasons why technology is a key aspect of learning in schools. Using technology in the classroom enables teachers and students to find new conclusions of daily life problems. Technology is inspiring kids to become creative and innovative. Creativity and innovation will make students successful in their career and life.

Students and teachers are using Scratch Programming more and more for Maths and Science projects. Simulations and animations are always interesting, and students like the language because of these features. The language is also used for other projects like social science and arts and creating stories and informational texts. The language is flexible enough to create different visuals in different languages like quiz, games, tutorials and science lab. It allows children (and elders) to integrate creativity in the form of stories, games, and animations. They can work with other children in the World on different projects and can learn a collaborative approach. It is a language which is of great help to students, teachers, parents, labs and researchers as well.

App Inventor is a visual, blocks language for building Android Apps. The aim of teaching and representing this application was to show the teachers and students how they can create a mobile application without programming knowledge. This application was created in an online environment App Inventor. App Inventor is being used in classrooms all over the world to teach programming skills in computer science and not only.

As for the Arduino projects we can mention their contribution in developing the next generation of STEAM systems and supporting the needs of educators and students throughout the educational journey. Educational institutions use Arduino as a resource to assist in educating their students on a wide variety of topics, using several methods like developing, teaching and learning, and playing. Arduino is widely adopted at post-secondary education (e.g., universities, colleges, research institutes) in the fields of engineering, Internet of Things, robotics, art, and design. Many secondary schools use Arduino in innovative programs for cross-curriculum studies. Primary schools use toys embedded with Arduino technology to introduce physical learning, logic, building skills, and problem solving.

In this course the participants learned the basics of coding, got familiar to Scratch programming and built their first programs, learned how to create simple Android apps using App Inventor and got the necessary knowledge for creating and using Arduino projects in education. All this knowledge is important for upgrading the teaching or educating quality by including technology and using its’ various tools to enhance creativity and innovation and build a more interactive atmosphere in the classroom.

Amela Buzi (Trainer)

 

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