Programming And Robotics In Education
description
In the digital age we are in, the importance of programming and robotics is growing rapidly. Not just for the software industry; programming is becoming more popular even in different branches of science, mathematics, and even the arts. At some point, the path of students who want to be able to move at as fast as technology, intersects with the programming.
The course “Programming and Robotics in STEAM Education” includes simple concepts in programming and robotics, the latest developments in Europe and educational opportunities, and describes how these concepts can be taught effectively and in a fun way.
target group
- Teachers (primary, secondary, vocational, adult, special needs)
- Teacher trainers
- Headteachers
- Principals and school managers
methods
- Lectures and seminars
- Practices
- Project works
- Collaborative teamwork
- Q & A activities
daily program
Day 1:
- Arrival of the guests
- Meeting
- Presentation:
- Values of the European Union
- European culture
- Information about the city and the course program
- Information about Erasmus+ program
- Determination of expectations and requirements from the group
- Presentation: Programming and robotics training
- The use of programming and robotics in STEAM education
- STEAM education in Austria
- STEAM’s goals for 2026
- Q & A activity
Day 2:
- Introduction to coding
- Presentation:
- Benefits of coding for students and teachers
- Simple concepts of coding
- Introduction to the programming languages that can be used at different levels (Scratch, Toontalk, Alice, C, Python, JavaScript, etc.)
- How to motivate students for programming?
- How can students gain self-learning ability?
- Critical thinking and the importance of the realism
- Brainstorming: how to give students awareness of science nature and scientific thinking?
- Discussion: What should be done to make the student curious about science and encourage them to do their own research?
Day 3:
- Presentation:
- Importance of STEAM education in the school
- Programming education at young age
- How to structure STEAM education for children?
- Workshop:
- Games that teach coding
- Recreating simple games with pseudo codes
- Presentation: First step to the programming with MIT’s graph programming language “Scratch”
- Workshop: Game development with ” Scratch”
- Brainstorming:
- How to improve problem-solving skills and algorithmic thinking?
- What are the activities and resources that help develop this skill?
Day 4:
- Presentation:
- Use of programming in mathematics and other fields of science
- Developments that have taken place in recent years
- Workshop:
- Programming education in the classroom and resources
- Different programming languages and tools
- Brainstorming: Programming education in low-budget schools
Day 5:
- Presentation:
- How to adapt programming to the curriculum?
- What are educational resources that are accessible to all?
- Brainstorming: what can be done to spread programming education in educational institutions
- Informing students that are interested in programming about their career and options
Day 6:
- Presentation: Introduction and the usage of MBlock platform.
- Workshop: MBlock sample event design.
- Presentation: Using Arduino with MBlock.
- Workshop: Arduino sample STEM event design.
- Presentation: Presentations of project examples
- Discussion: Benefits of programming education and algorithmic thinking
Day 7:
- Presentation and Discussion: project-based teaching, context-based teaching, design-oriented learning, engineering design processes
- How to provide project-based teaching? How to use it in daily life?
- Workshop: Introduction to robotic equipments and Practice.
- Brainstorming: Gender in STEAM education: How to guide girls to science? How can equality of opportunity be achieved?
Day 8:
- Presentation: Usage of building blocks and sets in STEAM education.
- Workshop: LEGO EV3 software environment, sensors and sample event design.
- Presentation: design-oriented work, 3D design and introduction to the Tinkercad platform.
- Workshop: 3-D design event with Tinkercad.
Day 9:
- Presentation:
- Requirements for Robotics Education
- Robotics education in low-budget schools
- Workshop:
- Robotics with simulation programs
- Performing simulations
- Q & A activity: Robotics
Day 10:
- General Summary
- Erasmus+: Objectives, priorities and evaluation of achievements
- Certificate Distribution
- Participants ‘ plans for the future
- Feedback
learning outcomes
The participants of this course will
- learn about the emergence of the philosophical infrastructure of STEAM education,
- know about the misconceptions about the STEM education and STEM education in Europe,
- know about the place and importance of STEAM education approach in the world,
- learn the technology dimensions in STEAM education and the use of programming and robotic activities,
- understand the use of programming and robotics in solving real problems,
- design creative STEAM activities on coding and robotics for their students,
- prepare programming and robotics curriculum,
- recognize different coding programs, show students the proper tools,
- know about the project cycle and engineering design processes in STEAM education and
- be informed about the project-based learning,
- be informed design-oriented thinking,
- comprehend context-based learning,
- learn about modelling,
- recognize programming and robotics training in Europe, exchange ideas with colleagues and plan collaborative works for future ,
- develop communication skills with people from different cultures and
- be able to use foreign language more effectively.
We can offer you both 5 and 10 day courses. For the availability of dates please contact us using the button below!