The "Tinker Education" has been launched in Nairobi, Kenya to nurture children for the 21st century competence through STEM education.
It is a STEM education driven by computer science.
The Tinker education has been designed and developed student-centered learning.
Students can learn and collaborate in the classroom along with the teacher and peer students, and additionally the lessons are delivered through e-learning, which allows students to study at their own pace and anytime and enables personalized learning.
Through this education, students will learn coding (programming), make inventions based on engineering design process, and they are able to develop problem-solving ability, critical and analytical thinking.
Mental Health Awareness - a toolkit for supporting young minds
Tinker Education for STEM
1.
2. ‘Tinker Education’
is a global STEM education brand
of Korean top-tier EdTech company,EMCAST
STEM education is driven by Computer Science
3. 환영 합니다
WELCOME
Tinker Education
Tinker education teaches students Computer Science with the integration of
Science, Mathematics, Engineering and Art.
Tinker education aims to teach students that the computer is a powerful tool for
creativity and invention. We consider our students not as consumers but as future
innovators and idea makers.
The students will be equipped to utilize technology confidently in the infinite world
that is composed of 0 and 1.
Tinker education will enhance the student's natural talents by equipping them with
critical thinking. We promise that Tinker Education students will become innovative
thinkers who will surprise the world with dynamic solutions to real life needs.
CEO Kim Jungwoung
4. COMPUTER SCIENCE
FRAMEWORK
of TINKER EDUCATION
• Key Concepts
What a student should understand or know
• Key Process
The way of doing things
• Standard
Standard reflects what a student should know
and be able to do
5. Algorithm
Key Concepts
Computing
System
Data
Analysis
Invention Network
Internet
Programing Social
Impact
The Tinker education’s computer science is not to nurture students to be programmers or robot engineers,
but to allow students to develop computational thinking skills.
Computational thinking is the essential skill set of the 21st century along with reading, writing and mathematics.
Computational thinking is the process involved in formulating a problem and expressing its solution in such a way
that a computer and human can effectively carry out.
Computing
affects
individuals,
communities,
countries, and
the world as a
whole.
We have an
ethical
responsibility as
information users
to utilize
technologies and
expanding
information in
regards to
contemporary
global issues.
Social
interaction, and
creativity-value
can be realized
by computing.
Algorithms should
be designed
according to
logical procedures
for understanding
and analyzing
problem.
Therefore,
algorithms must
be converted into
a programming
form, so that a
computer can
process data.
Whether we are
facing simple
daily life issues or
complicated
problems such as
navigation
principle,
algorithms can be
applied to solve
any problems.
The most
important aspect
of a computing
system is that it
processes and
converts
information into
digital form.
Students will learn
principles and
algorithmic
processes of how
a computer
works, including
hardware,
software, input-
output, operating
systems and
more.
The amount of
digital data
generated in the
modern world is
rapidly expanding,
so students need
to learn how to
analyze and
organize data in
order to process it
effectively.
Therefore,
students will learn
how data is
collected, stored,
and used as a
productivity tool
for visualizing and
presenting.
Plan a solution for
real life problems
through Computer
Science then
create prototypes
to test.
Invent with
physical
computing such
as the principle of
electric-electronic,
micro boards,
robots, 3D
modeling and
more.
In today's world,
connectivity is
expanded beyond
computer-
computer to
include the
connection
between humans-
computers, as
well as objects-
computers.
Students will be
taught to
understand how
various entities
share information
over computer
networks and
consider the use
of appropriate
information.
Programming is
the process of
commanding and
guiding the
computing system
to execute
commands.
Students will learn
a variety of
educational
programming
languages (EPL)
for programming.
6. Learning Path :-)
Scratch Jr Scratch Basic
Scratch
intensive
Python Basic
Python
intensive
CS + MATH
CS +
SCIENCE
CS + GAME
Beebot
Ozobot
Little bits
Basic
Little bits
STEM
Little bits
Invention
Little bits
cloud
Microbits
Basic
Microbits
intensive
Microbits
STEM
Paper
invention
Paper
circuit
Lilypad
Basic
e-Textile
Wearable
Invention
Robot
Basic
Robot
intensive
Robot
Invention
Sensor
board
Arduino
basic
Arduino
intensive
I.O.T.
Tinker
cad
Autocad
123
3D printer
assemble
Educational
Programming Language
EPL
Physical
computing
and
Hands on activity
3D Design
and print
7. TINKER EDUCATION can be
described as interactive learning
which is composed of various
activities
Our lessons are student-
centered as the program is
delivered through e-learning
allowing students to study at
their own pace anytime.
Furthermore, students can learn
and collaborate in the classroom
along with the teacher and fellow
classmates.
We are confident that we can
develop an education plan to suit
each student as our powerful
e-learning platform is able to
track and monitor their learning
progress.
8. TINKER EDUCATION is designed to realize
student-centered learning that promotes
learners to explore and reconstruct
information to independently solve their
problems, rather than the traditional model
of students simply receiving knowledge from
instructor.
9. Personalized Learning
Tinker educators are always focusing our
attention and energy on how can we offer
meaningful and helpful learning experiences to
each student.
The teaching materials, that are provided to the
students are given after much deliberate
consideration and thought.
We design innovative and diverse learning
activities as well as assessments, and provide
constructive feedback to each student.
By allowing the students to take ownership of
their learning, this allows them to not only be
motivated to study but to be creative as well. It
gives them the platform to succeed.
Small classroom
sizes that allow for
Personalized and
focused education
Project based
learning
A learning environment
where the students,
teachers and parent
can all collaboratively
participate and
communicate their
thoughts freely.
Our STEM
instructors are
trained through the
comprehensive
STEM program
made by the HQ in
Korea.
Top-notch
educational
environment
10. Tinker education
Key stage
Approximate
Age
Experience of
CS
Tinker Stage 1 5-7
None, not
applicable
Tinker Stage 2 8-10 None or little
Tinker Stage 3 8-10 Some
Tinker Stage 4 11-13 None or little
Tinker Stage 5 11-13 Some
Tinker Stage 6 14-17 None or little
Tinker Stage 7 14-17 Some
Grade
It doesn’t matter how old your kids
are or what their skill level is like.
They can still be accepted!
Through counseling and
performance evaluation, we are
currently providing individualized
education lessons to students where
they can study at their own pace.
of Education