This document provides information about a coding session for primary school students. It will introduce students to various coding apps like Scratch Jr, Bee-Bot and Hopscotch. The session is divided into levels for foundation stage, key stage 1 and key stage 2. It includes lesson plans, curriculum links and classroom activities for each app. The goal is to give students an understanding of coding concepts and how these apps can support teaching and learning across different key stages.
The webinar gave participants an exploration into how to use and incorporate coding activities in everyday learning as well as identifying web 2.0 tools and apps to support engaging students in coding activities across the school. The session also provided practical examples of how to implement coding activities and highlighted the value of coding in relation to curriculum needs.
Coding, robotics & making...finding funds presentationSusan S. Wells
In this Coding, Robotics & Making- Finding money to support your STEM presentation Susan Wells will…
• Share foundations of STEM and STEAM
• Discuss why Coding, Robotics and Making are at the core of innovative learning environments
• Describe curriculum of Camp TechTerra…
o Camp TechTerra is currently a summer camp and after school program in Durham, NC. Students aged 5-14 learn a range of topics from coding and robotics to nature and safety to stop-motion animation all in the context of the great outdoors. We introduce coding with beginner tutorials and move students to numerous web and app based programs. We teach the coding basics including- Sequential Control Flow, Procedures, Loops, and debugging. Students then have the chance to develop mobile apps in the context of serving and protecting our outdoor spaces. The art of making is integrated throughout the TechTerra curriculum.
o A TechTerra certification, delivered as a live training to teachers, gives them the knowledge and ability to easily and effectively incorporate STEM and nature in their own classrooms.
• Provide grant tips and opportunities to fund your own STEM coding-based program
Overview of the new Computing curriculum 2014 KS1 - KS4JEcomputing
An overview of the new curriculum for Computing (the subject that has replaced what was called ICT). Useful for primary and secondary heads, SLT, ICT subject leaders and teachers. Includes links to specific objectives from the new PoS and recommended teaching approaches and resources to help deliver the subject effectively across all key stages
The webinar gave participants an exploration into how to use and incorporate coding activities in everyday learning as well as identifying web 2.0 tools and apps to support engaging students in coding activities across the school. The session also provided practical examples of how to implement coding activities and highlighted the value of coding in relation to curriculum needs.
Coding, robotics & making...finding funds presentationSusan S. Wells
In this Coding, Robotics & Making- Finding money to support your STEM presentation Susan Wells will…
• Share foundations of STEM and STEAM
• Discuss why Coding, Robotics and Making are at the core of innovative learning environments
• Describe curriculum of Camp TechTerra…
o Camp TechTerra is currently a summer camp and after school program in Durham, NC. Students aged 5-14 learn a range of topics from coding and robotics to nature and safety to stop-motion animation all in the context of the great outdoors. We introduce coding with beginner tutorials and move students to numerous web and app based programs. We teach the coding basics including- Sequential Control Flow, Procedures, Loops, and debugging. Students then have the chance to develop mobile apps in the context of serving and protecting our outdoor spaces. The art of making is integrated throughout the TechTerra curriculum.
o A TechTerra certification, delivered as a live training to teachers, gives them the knowledge and ability to easily and effectively incorporate STEM and nature in their own classrooms.
• Provide grant tips and opportunities to fund your own STEM coding-based program
Overview of the new Computing curriculum 2014 KS1 - KS4JEcomputing
An overview of the new curriculum for Computing (the subject that has replaced what was called ICT). Useful for primary and secondary heads, SLT, ICT subject leaders and teachers. Includes links to specific objectives from the new PoS and recommended teaching approaches and resources to help deliver the subject effectively across all key stages
Merging mobile & makers through steam camp experiencesSusan S. Wells
Learn how the Camp TechTerra curriculum provides a unique learning experience combining mobile technologies, coding, robotics, MakersEd, 3DPrinting, science and the great outdoors . Discuss differentiated learner experiences to maximize exploration, creative opportunities and fun. Learn how a TechTerra certification, delivered as a live training to teachers, gives them the knowledge and ability to easily and effectively incorporate STEM and nature in their own classrooms . Receive grant tips and opportunities to fund your own STEM coding-based program.
We reflect briefly on the difference between ICT and computing. The first session sets primary school computing within the historical context of educational computing and present policy. I provide an overview of Syemore Papert’s work.
I introduce you to BYOB Scratch and you use it to explore a few simple exercises in turtle graphics before using it to copy or create more complex shapes.
I brief you on the module assessment.
Tinker Education is a STEM curriculum-based program designed by Emcast, South Korean Education Technology Company.
At our Nairobi (Kenya) learning centre kids explore computer science skills through programming & physical computing activities to maximize student's critical thinking and 21st century skills.
Visit www.tinkeredu.net to learn more.
Coding: Year 3-4 Teaching Ideas by Joanne VillisJoanne Villis
Coding is part of the curriculum which is relatively new and often a part which teachers struggle with. I have created a presentation to show how I taught coding with my Year 3 students this year and I have provided some work samples. Tasks can be adapted or modified for other year levels. I have also provided additional lesson ideas which I have not tried myself.
This STEM curriculum has been curated for introducing students to STEM with an interdisciplinary hands-on approach.
The curriculum is accompanied by lesson plans, activity sheets, and teaching slides for educators. After completion, students will have a basic understanding of electronics, physical computing, and robotics.
Happy Learning!!
Fun and practical film workshop learning for teenagers and adults. The guide is designed as a presentation to teach about film making conventions such as shot types and film language as well as a 'how to' in creating films in a workshop environment includes lesson ideas for practical film making workshop and explains composition, rule of 3rds, where to film, how to structure film, working in a team, tips when filming.
Fun and practical film workshop learning for teenagers and adults. The guide is designed as a presentation to teach about shot types and film language as well as a 'how to' in creating films in a workshop environment. The guide covers many technical features of film such as frame rate, 180 degree rule, lesson ideas, composition, photography and shutter speed, focal length, DOF, IOS, colour temperature, white balance and more.
Merging mobile & makers through steam camp experiencesSusan S. Wells
Learn how the Camp TechTerra curriculum provides a unique learning experience combining mobile technologies, coding, robotics, MakersEd, 3DPrinting, science and the great outdoors . Discuss differentiated learner experiences to maximize exploration, creative opportunities and fun. Learn how a TechTerra certification, delivered as a live training to teachers, gives them the knowledge and ability to easily and effectively incorporate STEM and nature in their own classrooms . Receive grant tips and opportunities to fund your own STEM coding-based program.
We reflect briefly on the difference between ICT and computing. The first session sets primary school computing within the historical context of educational computing and present policy. I provide an overview of Syemore Papert’s work.
I introduce you to BYOB Scratch and you use it to explore a few simple exercises in turtle graphics before using it to copy or create more complex shapes.
I brief you on the module assessment.
Tinker Education is a STEM curriculum-based program designed by Emcast, South Korean Education Technology Company.
At our Nairobi (Kenya) learning centre kids explore computer science skills through programming & physical computing activities to maximize student's critical thinking and 21st century skills.
Visit www.tinkeredu.net to learn more.
Coding: Year 3-4 Teaching Ideas by Joanne VillisJoanne Villis
Coding is part of the curriculum which is relatively new and often a part which teachers struggle with. I have created a presentation to show how I taught coding with my Year 3 students this year and I have provided some work samples. Tasks can be adapted or modified for other year levels. I have also provided additional lesson ideas which I have not tried myself.
This STEM curriculum has been curated for introducing students to STEM with an interdisciplinary hands-on approach.
The curriculum is accompanied by lesson plans, activity sheets, and teaching slides for educators. After completion, students will have a basic understanding of electronics, physical computing, and robotics.
Happy Learning!!
Fun and practical film workshop learning for teenagers and adults. The guide is designed as a presentation to teach about film making conventions such as shot types and film language as well as a 'how to' in creating films in a workshop environment includes lesson ideas for practical film making workshop and explains composition, rule of 3rds, where to film, how to structure film, working in a team, tips when filming.
Fun and practical film workshop learning for teenagers and adults. The guide is designed as a presentation to teach about shot types and film language as well as a 'how to' in creating films in a workshop environment. The guide covers many technical features of film such as frame rate, 180 degree rule, lesson ideas, composition, photography and shutter speed, focal length, DOF, IOS, colour temperature, white balance and more.
This Slide Show contains info on using Scratch on Raspberry Pi and Berry Clip. The Case Study video explains the project:
https://youtu.be/RshEjqaK4gQ
The presentation contains lots of useful scripts and tips on getting things working.
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In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Macroeconomics- Movie Location
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Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
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In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Overview on Edible Vaccine: Pros & Cons with Mechanism
Coding on iPads
1. Name Key Stage Primary Year
Area of Learning/Topic working
on at the moment at school e.g.
Pirates/ flight
2. Coding on iPads
Date:12 October 2016
Time:15:00-17:30
Max participants: 25
Session: Twilight 1 of 1
3. Course Aims and objectives
This course will introduce you to the concepts of coding and give you the opportunity to apply these practically. You will gain an
understanding of ways in which coding on the iPad can be used across the key stages to support teaching and learning.
Apps covered:
Cato’s Hike Lite
Kodable
Daisy the Dinosaur
BeeBot
Light Bot
Junior Coder
Scratch Jr
Kids 'n' code
Move the Turtle
Cargobot
Hopscotch
Tynker
11. Kodable
Kodable – Programming Curriculum for Elementary
This award winning game and accompanying curriculum, is designed to teach
the basics of computer coding to kids 5 and up.The furry aliens, known as
Fuzzes were exploring space when their ship unexpectedly crashed on the
maze-covered planet Smeeborg. The naturally curious fuzzes need kids to
program them to explore all the colorful Technomazes on the planet’s surface.
----Coding basics for kids----
Kids learn the fundamentals of every modern programming language in a fun
and inviting way.
Kids Learn:
Sequence/ Order of operations
Algorithmic operations
Conditional logic statements
Problem solving skills
Higher level thinking skills
Collaboration skills
Communication skills
Critical thinking skills
12. Kodable
Lessons
Curriculum Links
Classroom Activities
Loop functions
School map/plan, areas in school, quickest way, safest way, most fun route
17. KS1 Bee-Bots 1,2,3 Activity: An introduction to programming with Bee-Bot
Curriculum links
Computing
• understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and
unambiguous instructions;
• create simple programs
Maths Geometry – position and direction:
• Year 1: Pupils should be taught to: describe position, direction and movement, including whole, half, quarter and three-quarter turns
• Year 2: Pupils should be taught to: use mathematical vocabulary to describe position, direction and movement, including movement in a straight
line and distinguishing between rotation as a turn and in terms of right angles for quarter, half and three quarter turns (clockwise and anti-clockwise)
Introduction Pupils create sequences of instructions (an algorithm) to draw the shape of numeral e.g. 3. An algorithm is a sequence of instructions, or
a set of rules, for performing a specific task. Programming in this activity involves taking the algorithm and using it to program a Bee-Bot to navigate
a route tracing out the shape of the numeral. You and your pupils develop an understanding of programming. Your pupils will:
• work out the route to trace the shape of a numeral (e.g. 3): to do this they create an algorithm
• use the algorithm to help them program the Bee-Bot
• work as a team (collaborating)
Format: iPad App
18. Choose a number and write an algorithm.
Algorithm:
ˈalɡərɪð(ə)m/
noun
a process or set of rules to be followed in calculations
or other problem-solving operations, especially by a
computer
19. Bee-Bot
Lesson Plans
Classroom Activities
Curriculum Links
Connected Learning
Whole class activities
Design your own themed maze: Pirates – buried
treasure (literacy/art)/ Money – Collect coins/
Shopping- collect products and total the costs
Dress up as a robot – input commands written on
sheet of paper
21. KS1 & 2 Scratch Jnr: An introduction to programming with Scratch Jnr
Scratch Jnr Suitable for younger learners
https://www.scratchjr.org/
Format: iPad App
Curriculum links
Thinking Skills and Personal Capabilities (TSPC)
Ask focused questions
Sequence, order and make comparisons
Make links between cause and effect
KS1 ScratchJr Tinkering Activity
UICT
Level 1
Explore a digital environment using simple commands
Talk about what they have done
Level 2
Enter commands to create a movement or change
Talk about how to improve their work
22. Scratch Jr Lesson Plans – animated genres classroom curriculum for grades k-2
Knick knock:
http://barefootcas.org.uk/barefoot-primary-computing-resources/computational-thinking-approaches/creating/ks1-activity-
scratchjr-knock-knock/
Classroom Activities
Curriculum links :
Connected Learning
WAU: Food for thought, My place and yours
Describing animals
Use Scratch to create a life on a farm presentation -Consider all the animals on a farm and generate a list of
foods that they produce/ Wider World
Make a Visit the zoo Scratch presentation. and find out about the variety of living things. Choose one of the
animals in the zoo and find out how they grow, move and feed. Make a list of
the people who work in the zoo. Talk about the pros and cons of zoos
Animals’ Needs
Suggested Learning Intentions
• Recognise the options that contribute to a healthy lifestyle.
• Recognise the similarities and differences between animal and human
lifestyles.
23. YEAR 3 & 4 THEMATIC UNITS
Design a project around one of the thematic units or choose a topic you are working on at the moment.
28. KS 2 Kids ‘n’ code
Interested in exploring basic concepts of programming with your students? Kids’n’Code is an app
for iPads where students solve puzzles as they learn about coding. By identifying patterns and
working their way through different problems, students will build a foundation for understanding
how to code.
This simple and straightforward app is designed specifically for elementary students and inspired
by MIT’s Scratch programming language. Users move across the screen by providing a series of
commands for their animated creature to follow. Kids’n’Code is easy to use and a great way to
introduce youngsters to the basic concepts of programming.
Format: iPad App
32. Key stage 1 & 2 Thematic Units stem
These Thematic Units focus on Science, Technology, Engineering (including ICT), and Mathematics (STEM). The units also support the
statutory requirements for the Areas of Learning of the Northern Ireland Curriculum at Key Stage 2, in particular The World Around Us and
Mathematics and Numeracy.
Design a project around one of the thematic units or choose a topic you are working on at the moment.
33. Connected Learning: Key stage 1 & 2 Thematic Units
Design a project around one of the thematic units or choose a topic you are working on at the moment.
34. KS1 & 2 Hopscotch: An introduction to programming with Hopscotch
Goals of the Hopscotch Curriculum:
- Equip students with a solid foundation in programming fundamentals. - Expose students to coding culture: iteration, pair programming,
accepting feedback, sharing and attribution.
- - Enable students to learn transferrable coding skills that prepare them for diving into another programming environment (like Java or
Ruby.)
- - Build self-confidence and comfort taking risks and making mistakes. By learning to program, your students’ creative, analytical, and
abstract thinking skills will improve, and it will show in their performance in other disciplines. Coding is not just for future software
engineers
- —it’s something that anyone can and should explore! OVERVIEW 02 HELLO! This curriculum builds a foundation in the following
Computational Thinking principles: - Decomposition: breaking a problem into smaller problems
- - Generalization: seeing the bigger problem - Abstraction: understanding significant vs. insignificant details - Pattern Recognition:
deciding which parts repeat - Algorithm Design: a process to solve a problem
Format: iPad App
36. Tynker
Tynker is the easiest way for children
to learn programming. Solve puzzles to
learn concepts, easily build your own
games, and control robots and drones
using our new step-by-step coding
tutorials. 50+ free starter templates
included for games, apps, drawing,
music, physics, and more. Additional
puzzle levels available as in-app
purchases.NEW! Draw your own actors
and backgrounds with the drawing tool!
https://www.tynker.com/hour-of-code/