The "Casa de Chavães" and its wonderful garden and outdoor space received, between the 15th and 17th of July 2022, a camp organized by the team of students and teachers who participated in the project "Computational Thinking and Coding... Literacy of the Future" of the ERASMUS+ program whose main objective was to celebrate the success of this project.

The idea took shape during the mobility activities, namely between the teams of the two Portuguese schools involved in the project. In fact, everyone knew from the beginning that the physical presence of students from Croatia, Greece and Turkey would hardly participate in an extra mobility camp. However, this reality would be quite possible for the other two partners.

Thus, for three days, friendship, citizenship, proactivity and mutual help between the teams of our school and the "Agrupamento de Escolas de Mangualde" were celebrated, which greatly honors the project.

Moments lived by everyone were recovered, with the memory of traditions, dances and songs from each of the countries, as well as some of the gastronomy experienced over the three years of the project.

The three-day program also included a walk along the banks of the Ovil River and nautical activities in a perspective of sustainability and environmental responsibility. These principles are the basis of the school's educational project and one of the great challenges of today for Europe and for the world.

Students and teachers from First Primary School Čakovec visited Faculty of Organization and Informatics in Varaždin.

They participated in a workshop on drones. They learned how drones fly, what are the possibilities of drones, how drones help in performing everyday activities and what is the most fun, they learned how drones participate in sports competitions.

The most interesting part of the workshop was the first flights of our students and the competition.

 

The promotion of demonstration sessions in laboratories at CATIM, and/or productive or prototyping contexts to foster a critical and creative spirit in young people was the main objective of this partnership, which has as main focus to put into practice the great challenges of the ERASMUS+ project in which the school participates.

During these sessions, topics such as Robotics, 3D Modeling, Prototyping, Nanotechnology, Digitization, Sustainability, Circular Economy, Energy, among others, were addressed as a way of providing Portuguese students with knowledge and skills that they can share with their project colleagues scattered around the world. by partner schools.

As a way of keeping the partnership alive, an agreement was established in the form of the creation of an i4.0 Technologies Laboratory that will allow these and other students from our school to develop future projects. In addition to intending to keep alive the interest in critical and computational thinking, it is intended with this partnership to establish a way of disseminating this ERASMUS+ project, which is recognized as an asset for the school given the impact on students, teachers and other staff. The activities that result from the project and this partnership are also at the service of the curricula of various disciplines, projects and clubs to the advantage of all involved.

 

Programming is the new literacy. Programming and computational thinking is one of the key skills for the development of technology that makes it easier for people to perform all kinds of everyday, routine and specific tasks. 

Is programming difficult?
Is programming for girls or just for boys?
Can kids program? What? How?
We answered these and many other questions celebrating EU Code Week.

In the programming week, we learned to create a chatbot and a simple computer game, we learned to build and program a Lego robot. Programming is fun. programming allows us to turn our ideas into reality.

 

The international multidisciplinary competition, where teams of young people compete against each other, in the construction of a miniature Formula 1 car, according to specific regulations, taking into account the success factors of a technology-based company (technologies, additive manufacturing, communication, management, marketing and entrepreneurship) was a successful bet by a group of students from our school.

Taking advantage of the knowledge acquired about robotics and communication with the ERASMUS+ project "Computational Thinking and Coding", a group of students enrolled in the project set to work and reached the regional stage with a remarkable performance that earned them the fastest car award.

This was made possible by critical thinking and program mastery skills with regard to 3D printing. Aerodynamics was the team's bet because they knew there would be an advantage over the other competitors because there was knowledge acquired over the last two years of the ERASMUS+ project that could be capitalized on for this competition.

The ERASMUS+ project will end in a few months, but this competition will return next year and the desire to participate remains, as this is a means of dissemination, giving meaning to the relevance of the project.

The students of Geniko Lykeio Alikianou participated in physics and ICT lessons using the Ergobot.  The ErgoBot allowed our students to learn physics and engineering with hands-on action and interactive curriculum.

Lessons included describing of motion, vectors, motion graphs, acceleration on a ramp, models of accelerated motion, Newton’s second law, vector navigation, motion on an inclined plane, programming the ErgoBot, variables and nested loops, the force versus distance graph and friction and losses.

 The ErgoBot can execute a sequence of student-programmed vector displacements to solve an engineering challenge. These activities have taught our students physics concepts such as vectors, by applying them to the real engineering challenges and navigation with both accuracy and precision.

At the second year of our Project we could not attend to school because of Covid 19! All of us had to stay at home and keep in safe. However we were continuing our project activities. We had 10 arduino Lessons with our students. 10 Arduino sets were given to 10 students to study at home. We learnt how to turn on LED, how use sensors (Distance, temperature, Light) and we used buzzer. It was good way to spend quality time at home.

During the Pandemic time at the second year of our Project, online 3D design lessons had been carried out for 10 weeks. Each week, students had designed a different object by using TinkerCad and the 3 or 5 best designs had selected and printed. Bookmarker, phone holder, key chains, cup holder, chess pawn, photo frame, candle holder, pencil ornamental and etc. they had fun while producing something and developed their ICT skill while staying at home.

Our school which is a partner in the Erasmus+ project “Computational Thinking and Coding”, developed an activity for “Code Week. with a class of the 8th grade The activity “My first scratch” was promoted in a chemistry class where the students were challenged to build a game related to the subject. Teams were formed and after the conclusion of the game, all the teams could play the games.

The students participated actively, with great enthusiasm. It was the first time they developed an activity like this and as they liked so much and were so engaged, they now want to do more things related to coding.


An exhibition carried out to introduce all Erasmus projects and e twining projects around Büyükçekmece on 9th of June. It was the big opportunity to disseminate our project. So, we opened a stand to exhibit our products of our project. We prepared and printed a flyer which includen information about our project and QR code of project web page and distributed to visitor. The mayor, the district governor, a well-known professor from Istanbul University were visited our stand. We answered to their question and they like it, especially NAO!

The aim of this project was to show everyone (but especially young people) how to bring their ideas to life through coding, demystifying relevant skills and reaching out to stakeholders to increase their knowledge. "Since the dawn of the world we have done a lot of things with stone, iron, paper and pencil that transformed our lives. We are now living in another age where our world is riddled with codes. Different eras mean demand for different jobs and skills. During Code Week we want to give every European the opportunity to discover and have fun writing code. So let's learn how to write codes to shape our future.” (Alessandro Bogliolo, Coordinator of the European Week volunteer group).

Programing and coding also helps developing skills such as computational thinking, problem solving, creativity and teamwork, which are really useful skills in all walks of life.
 Schools at all levels and teachers of all disciplines are strongly invited to participate in European Programming Week to give their students the opportunity to discover the joy of digital creativity and programming. Alikianos General High School participated in this action and organized a number of targeted events. In our school lab students of the 10th and 11th grade participated in the action “Code fighters” and while playing they learned the basic principals programming and coding with Python programming language. Students and teachers programmed Ergobot to make short movements presenting at the same time the abilities of this Robot. Under the supervision of the teachers, students “programmed” their mates to execute some simple functions. Teachers presented the “context exchange algorithm” using … three glasses and some water! References were made to the importance of programming skills for all school students.

At the modern era when our involvement with programmable machines is increasing, we believe that these actions could prepare better young people to use and define new technologies, rather than the opposite. We promise that we will continue to seek out such actions and programs of experiential education in technology, and not only!





Students made a chatbot and developed computer games by using scratch. While they were creating their projects, they had fun and developed their Computational thinking skills and cooperative working. 

 

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