MISSION

 HacKidemia is a mobile invention lab that enables
 future changemakers to access and create a
 hands-on STEAM* education that will enable them
 to solve specific challenges by developing and
 testing creative solutions and physical artifacts.



 WHY

 Students who participate in science clubs and competitions
 at least a few times a year are 50 percent more likely to
 select a STEAM-related career plan once in college than
 those not participating in such activities.

 By combining science, technology, storytelling and art,
 HacKidemia leverages creative thinking to motivate and
 inspire a generation of future independent researchers and
 propose a new learning-by-doing model for integration into
 traditional pedagogy.



                                                                                                              *STEAM: Science, Technology, Engineering, Arts, Math


Image source: https://picasaweb.google.com/100658522367560064250/HacKidemiaParisMay2012#5771038898248709778
WHAT

Global workshops fostering collaboration
between schools, tech companies	and kids in            PROGRAMMING
the development of 3d-enabled curricula,
tools, and learning environments for the 21st
century classroom.

We will introduce kids to new ways of
learning abstract and complex concepts by
using rapid prototyping technologies               MICRO-
                                                                  ROBOTICS
designed for novices.                           ELECTRONICS

With HacKidemia, kids will get their hands
dirty designing educational software,
toolkits, toys, and tangible user interfaces.
                                                    HacKidemia Workshops
Click on the image below to see Scratch in action


                                                                                                                       PROGRAMMING




In this workshop participants are introduced to computational creation with the Scratch programming
environment by viewing a collection of sample projects and engaging in an exploratory, hands-on
experience by designing collaborative narratives.

General Objectives:
 • Introduce kids and parents/teachers to programing
 • Discover by playing computational concepts

The participants will:
 • Understand the concept of computational creation, in the context of Scratch
 • Understand the benefits of remixing while designing
 • Be able to create a Scratch project that tells a story by building on the work of others
MICRO-
                                                                                                      ELECTRONICS




In this workshop the participants will become familiar with the basics of Microelectronics by going
through interactive problem solving exercises and will explore what they have learned in hands-on
creative projects development on a Raspberry Pi.

General Objectives:
 • Introduce kids and parents/teachers to microelectronics
 • Introduce kids and parents/teachers to programming
 • Discover by playing computational concepts

The participants will:
 • Learn the basics of Microelectronics – how diodes and transistors work
 • Explore interactive projects done with Raspberry Pi demonstrating the core concepts in electronics
 • Prototype their own microelectronics demonstration projects
ROBOTICS




The workshop is in three parts:

Superhero Design: In this phase kids will learn how important design is when you create something.
We will use the 123Dapp application from Autodesk to design the robots.

Superpower Development: In this phase the kids will learn how the electronics works. Together we
will program a Raspberry Pi micro controller, we will attach any additional shields needed for the
particular needs and a battery pack. Then we will place all the electronics inside a box, which would
go inside the creature developed in the previous phase.

Play: Create a superhero robot that can kick a ping pong ball. The target will be to inspire the kids to
play in a football tournament with their robots.
Image source: http://on.fb.me/S0DLUA
HacKidemia Nantes
HacKidemia Nantes

                                 Event Agenda

                                 Facilitator Training:
                                 10.00am - 12.00pm

 Event Overview                  Lunch and Networking:
                                 12.00pm - 1.00pm
 Tentative Date:
 To define                        Arrival of Participants:
                                 1.00pm - 2.00pm
 Tentative Venue:
 To define                        Icebreakers and Introduction:
                                 2.00pm - 2.30pm
 Target Participants:
  • Kids aged XX-XX (To define)   Workshops - Round 1:
  • Parents (To define)           2.30pm - 3.00pm
  • Facilitators (To define)
                                 Workshops - Round 2:
                                 3.00pm - 3.30pm

                                 Workshops - Round 3:
                                 3.30pm - 4.00pm

                                 Tea and Closing Remarks:
                                 4.00pm - 5.00pm
Contact Us:

                                             William Oechsner de Coninck
Inspiring belief in a better tomorrow.       will.deconinck@gmail.com
Equipping kids with the tools to build it.   +33 (0)6 30 81 77 17

                                             Stefania Druga, HacKidemia (founder)
                                             stefania.druga@singularityu.org

Hackidemia Nantes 1st meeting

  • 2.
    MISSION HacKidemia isa mobile invention lab that enables future changemakers to access and create a hands-on STEAM* education that will enable them to solve specific challenges by developing and testing creative solutions and physical artifacts. WHY Students who participate in science clubs and competitions at least a few times a year are 50 percent more likely to select a STEAM-related career plan once in college than those not participating in such activities. By combining science, technology, storytelling and art, HacKidemia leverages creative thinking to motivate and inspire a generation of future independent researchers and propose a new learning-by-doing model for integration into traditional pedagogy. *STEAM: Science, Technology, Engineering, Arts, Math Image source: https://picasaweb.google.com/100658522367560064250/HacKidemiaParisMay2012#5771038898248709778
  • 3.
    WHAT Global workshops fosteringcollaboration between schools, tech companies and kids in PROGRAMMING the development of 3d-enabled curricula, tools, and learning environments for the 21st century classroom. We will introduce kids to new ways of learning abstract and complex concepts by using rapid prototyping technologies MICRO- ROBOTICS designed for novices. ELECTRONICS With HacKidemia, kids will get their hands dirty designing educational software, toolkits, toys, and tangible user interfaces. HacKidemia Workshops
  • 4.
    Click on theimage below to see Scratch in action PROGRAMMING In this workshop participants are introduced to computational creation with the Scratch programming environment by viewing a collection of sample projects and engaging in an exploratory, hands-on experience by designing collaborative narratives. General Objectives: • Introduce kids and parents/teachers to programing • Discover by playing computational concepts The participants will: • Understand the concept of computational creation, in the context of Scratch • Understand the benefits of remixing while designing • Be able to create a Scratch project that tells a story by building on the work of others
  • 5.
    MICRO- ELECTRONICS In this workshop the participants will become familiar with the basics of Microelectronics by going through interactive problem solving exercises and will explore what they have learned in hands-on creative projects development on a Raspberry Pi. General Objectives: • Introduce kids and parents/teachers to microelectronics • Introduce kids and parents/teachers to programming • Discover by playing computational concepts The participants will: • Learn the basics of Microelectronics – how diodes and transistors work • Explore interactive projects done with Raspberry Pi demonstrating the core concepts in electronics • Prototype their own microelectronics demonstration projects
  • 6.
    ROBOTICS The workshop isin three parts: Superhero Design: In this phase kids will learn how important design is when you create something. We will use the 123Dapp application from Autodesk to design the robots. Superpower Development: In this phase the kids will learn how the electronics works. Together we will program a Raspberry Pi micro controller, we will attach any additional shields needed for the particular needs and a battery pack. Then we will place all the electronics inside a box, which would go inside the creature developed in the previous phase. Play: Create a superhero robot that can kick a ping pong ball. The target will be to inspire the kids to play in a football tournament with their robots. Image source: http://on.fb.me/S0DLUA
  • 7.
  • 8.
    HacKidemia Nantes Event Agenda Facilitator Training: 10.00am - 12.00pm Event Overview Lunch and Networking: 12.00pm - 1.00pm Tentative Date: To define Arrival of Participants: 1.00pm - 2.00pm Tentative Venue: To define Icebreakers and Introduction: 2.00pm - 2.30pm Target Participants: • Kids aged XX-XX (To define) Workshops - Round 1: • Parents (To define) 2.30pm - 3.00pm • Facilitators (To define) Workshops - Round 2: 3.00pm - 3.30pm Workshops - Round 3: 3.30pm - 4.00pm Tea and Closing Remarks: 4.00pm - 5.00pm
  • 9.
    Contact Us: William Oechsner de Coninck Inspiring belief in a better tomorrow. will.deconinck@gmail.com Equipping kids with the tools to build it. +33 (0)6 30 81 77 17 Stefania Druga, HacKidemia (founder) stefania.druga@singularityu.org

Editor's Notes