STEAM Ahead Professional Development Workshops

STEAM Ahead - Bee-bots and Blue-bots in the Classroom

Workshop Outline:
1. Introduction to robotics and coding – Bee-bots and Blue-bots
  • An analysis of the background research and papers which inform the integration of robotics and coding (STEAM) in learning and teaching strategies, for early childhood and early STEAM learners.
  • Using Bee-bots and Blue-bots – care, safe and responsible use, commands, coding protocols, algorithms, specific vocabulary, data sets, compatible devices, user input.
  • Coding Bee-bots and Blue-bots.
  • Sequences, decisions, repetition and problem solving with Bee-bots and Blue-bots.
  • Bee-bots and Blue-bots across the full range of abilities
2. Bee-bots and Blue-bots in the classroom
  • Online design resources, learning and teaching strategies, assessment and reporting.
  • Differentiated strategies to make accommodations and adjustments for inclusiveness.
3. Integrating Bee-bots and Blue-bots in curriculum
  • Blue-bot App
  • Online lessons
  • Developing curriculum resources
  • Scope and sequence
4. Bee-bots and Blue-bots Online
  • Assessment
  • Workshop Evaluation
  • Follow-up Activity

STEAM Ahead - Ozobots in the Classroom

Workshop Outline
1. Setting the Scene & Introduction
  • Ozobot robots in education – Primary and Secondary curriculum examples
  • Ozobot robots as a valuable education tool – alignment to curriculum, project-based and personalised learning
  • Thinking skills – computational, strategic and critical thinking, problem solving, 21st Century skills
  • Getting to know the Ozobot robot
2. Using Ozobots with Paper, Pens, Stickers & the OzoDraw App
  • Ozobot Basics
  • Ozobot online activities and resources (creative activities, storyboarding)
  • Using the OzoDraw feature, limitations, extensions, paper & tablet
  • Classroom management, safe, responsible and ethical use, security and privacy.
3. Programming the Ozobot Using OzoGroove and OzoBlockly
  • Using the OzoGroove feature to make Ozobots dance
  • Extensioins with OzoGroove – choreography, designing dance moves
  • The OzoBlockly online editor
  • Applications across key learning areas, different learning styles and education needs.
4. Curriculum Planning
  • Integrating Ozobot robots
  • Online resources for Ozobots
  • An Ozobot Curriculum Plan
  • Evaluation
  • Follow-up activity

STEAM Ahead - Spheros in the Classroom

Workshop Outline
1. Setting the Scene & Introduction
  • Sphero robots in education – Primary and Secondary curriculum
  • Sphero robots as a valuable education tool – alignment to curriculum, project-based and personalised learning
  • Thinking skills – computational, strategic and critical thinking, problem solving, 21st Century skills
  • Getting to know the Sphero robot
2. Driving the Sphero
  • Apps for the Sphero robot & Bluetooth connection
  • Aim and drive the Sphero robot using Drive Mode and the joystick
  • Sphero EDU – App features and Modes
  • Introductory activities, classroom management, safe, responsible and ethical use, security and privacy
3. Programming the Sphero
  • Simple programming using block coding in the Sphero EDU App
  • What might go wrong!
  • Use programming of the Sphero robot to develop 21st Century skills
  • Applications across key learning areas, different learning styles and education needs.
4. Curriculum Planning
  • A whole of school STEAM program using the Sphero robot
  • Online resources for Sphero robotics
  • Javascript coding for Sphero
  • Javascript wiki, online Guides, Competitions, Support, Blog, Forum
  • Follow-up Activity
  • Evaluation

STEAM Ahead - Scratch in the Classroom

Workshop Outline
1. Setting the Scene & Introduction
  • Creative Computing, Design-based Learning and Block Coding, examples, sample projects, terminology and protocols
  • Block coding for beginners using the Scratch Jr App to create simple animations that include elements of music, design, drawing, dance, and story-telling
  • Integrate the Scratch Jr App in curriculum – online resources, curriculum plans, 21st Century skills
2. Animations
  • Scratch MIT web portal – creating accounts, sprites, sequences, loops, parallelism, events, conditionals, operators, data
  • Investigating computational practices - being iterative and incremental, testing and debugging, reusing and remixing, abstracting and modularizing
  • Defining the processes of computational design – design notebook, resource libraries, and computational creation within the genre of the arts – music, design, drawing, and dance
  • Developing an interactive collage, dance party, self-generating drawing, pass-it-on story, multi-scene story
3. Games
  • Engaging with computational creation to design simple games. Explore the use of variables in scoring, timers, enemies, levels and rewards
  • Develop fluency with computational concepts and practices.
  • Explore examples of open-ended design projects and strategies to support, guide and manage a class of coders. Challenges during project development
  • Develop a set of rules for self-reflection, providing constructive project feedback and accepting feedback
4. Curriculum Planning
  • Essential elements of the Scratch Ed website
  • Discussions, Resources and Stories in Scratch Ed
  • Using Scratch coding across every subject – Literacy, Maths, Visual & Media Arts, Music, HSIE
  • Creative Curriculum Guides, Plans, Resources
  • Follow-up Activity
  • Evaluation

Western Student Connections. All Rights Reserved. Powered by Net Maintain. Updated March 2019