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From routines to screen-free computational thinking_PresentationPresentation

Training details

Strategic line

LE2 Digital competence and emerging technologies.

Competencies and indicators

  • Area 3. Teaching and learning. Level B2
    • 3.1 Teaching
      • Expert (B2)_Using digital technologies purposefully to enhance pedagogic strategies
    • 3.2 Guidance
      • Expert (B2)_Using digital technologies to enhance monitoring and guidance
    • 3.3 Collaborative learning
      • Expert (B2)_Using digital environments to support collaborative learning
  • Area 6. Facilitating learners' digital competence. Level B2
    • 6.2 Digital communication and collaboration
      • Expert (B2)_Strategically using a range of pedagogic strategies to foster learners'  digital communication and collaboration
    • 6.5 Digital problem solving
      • Expert (B2)_Strategically using a range of pedagogic strategies to foster learners' digital  problem solving

Objectives

  • Familiarize teachers with the basic concepts of computational thinking and robotics.
  • Give teachers the tools to be able to design and implement practical, screen-free activities that promote computational thinking in students.
  • Introduce teachers to the use of robots suitable for their students' age as educational tools for computational development in the classroom.
  • Train teachers to effectively integrate robotics as an educational tool in learning situations and projects developed in the classroom, thus promoting an interactive and enriching teaching environment that encourages experimentation, problem-solving, and the development of computational thinking in children in early childhood education and the first cycle of primary school.
  • Give teachers the tools to understand the risks of screen exposure at early ages and adopt manipulative and analog strategies to work on computational thinking.

Contents

  • Introduction to computational thinking.
    • Definition of computational thinking and basic concepts.
    • Dimensions of computational thinking.
    • Principles of programming (sequencing, iteration, conditionals).
    • Computational thinking within the curriculum.
  • Introduction to artificial intelligence.
  • Unplugged activities.
    • Searching for open educational resources (OER) online.
    • Working on computational thinking through educational games.
    • Self-created materials.
  • Use of robotics kits in learning situations and classroom projects.
  • Electrical circuits with e-textiles and conductive playdough.

Audio


Creat amb eXeLearning (Finestra nova)