STEAM Course for Educators: Discover the future of education!
Course Fee
€480 (Fully Funded)
Accommodation & Other
Up to €160 per day (Fully Funded)
Course Description
Want to learn all the new trends of STEAM (Science, Technology, Engineering, Arts and Maths) and how to incorporate them in your classroom? Then look no further! This course combines Robotics, 3D Modelling and Printing, Video Game Design and Virtual Reality programming with VR headsets coupled with Drone flying and coding.
We will dive into Robotics with the Lego Mindstorms Set and the Arduino platform with hands-on building and coding. We will expand on ways teachers can incorporate it into their curriculum, and we will be creating lesson plans for different disciplines.
We will then move on to 3D Modelling and Printing and see the different 3D printing technologies and affordable solutions for a school classroom 3d printer. We will design and print objects which will complement specific topics such as Physics, Mathematics and Music.
We will introduce Video Game Design and create small games with the emphasis on Virtual Reality content with our state-of-the-art VR equipment (Oculus Rift S).
Lastly, we will learn to fly and code mini drones (DJI Tello EDU) and see how they can play an enrichment role to your classroom.
Topics Include
• Robotics with Lego Mindstorms Ev3
• Robotics with Arduino Car Kit
• 3D Design with TinkerCad and 3D Printing
• Game Design with Unity
• Design VR Games with Oculus Rift S
Aims in relation to the development of your organisation
- The School will gain expert teachers in the fields of Robotics.
- Teachers will be able to use, maintain and troubleshoot 3D printers in their school.
- Teachers can design and 3D print objects which will assist them to teach specific topics.
- Teachers will learn new ways of teaching coding through video games.
- Incorporate new methods of teaching with the help of drones.
Course Schedule
* The course can be modified according to the preferences of the attendees
Monday
Introduction to the course and get-to-know your trainers and fellow participants with networking activities. Practical issue arrangements and weekly schedule timetable. Presentation and registration by all participants to the “Emphasys Key Action 1 lifetime support platform“. This innovative platform will grant you access to all the material and supporting documentation of the course as well as a discussion forum for communication with all participants and trainers.
We will start with a short introduction to Robotics, followed by hands-on experience with the Lego Mindstorms EV3 robotic platform. We will learn ways to embed robotics into cross-curricular STEM courses and methods to engage students by providing the resources to design, build and program their creations while developing essential skills such as creativity, critical thinking, collaboration, and communication.
Tuesday
Introduction to the Arduino open-source platform. We will learn to program and control an Arduino robot car with simple C++ coding and block-based coding commands.
We will examine topics such as controlling the robot through infrared, avoiding obstacles and line tracking. You will learn how to load programs in each mode and command the car to run as instructed.
Furthermore, we will see methods to connect what we learned with your school’s curriculum.
Finally, the Robot4All project and platform will be presented with available teaching material on Arduino.
Wednesday
Introduction to 3D Modeling and design with Tinkercad a free, online 3D modelling program that runs in a web browser, known for its simplicity and ease of use. We will see how we can manage a classroom’s creations and design models ready for 3D printing and incorporate it in the school in topics such as solid geometry.
We will then discuss 3D printing technologies and present affordable and efficient solutions for a school classroom 3D printer, followed by projects where 3D printing was used for social entrepreneurship.
Thursday
Introduction to Video Game Design, using the number one go-to tool for all video game developers the Unity platform. We will see examples of video games used as educational tools and learn to code simple video games. And if you are teaching computer coding classes, we will show you alternative ways to communicate essential programming structures that will excite and intrigue students’ attention.
We will then experience various Virtual Reality applications that students can use in the classroom for a wide range of topics such as Art, History and ICT. Different VR headset options will be presented, such as the Oculus Rift S, which can be part of the classroom. Lastly, we will see how we can create simple VR simulations and environments by using the Unity platform.
Friday
Change of venue to an indoor stadium for drone flying We will learn how to use drones in teaching various subjects, enjoyably and interactively.
We will see how drones can be used in Social sciences and inspire students to learn about local geography, cartography, and the history of their school’s area, teach cardinal directions (north, south, east, and west) and environmental studies by identifying and analysing the litter types that pollute the environment with drone cameras. Use drones in mathematics to measure and estimate units of length, learn how to create and interpret graphs, determine distances, and acquire some fundamental trigonometry concepts by observing a drone’s flight path.
Finally, teachers can use drones to engage students in Newtonian laws such as gravity and objects in motion.
Saturday
Change of venue to a coastal city of Cyprus (Larnaca or Famagusta). Recap and conclusion of the course. Course evaluation, recommendations, outcomes and further steps – remote support through the Emphasys Key Action 1 platform. Award of certificates to the attendees. Arrangements and assistance for airport transportation.
Other Activities
- Visit a primary school in Nicosia
- Visit a gymnasium/high school in Nicosia
Available Dates
*The above dates can be flexible, whereas new ones can also be provided to accommodate the needs or availability of participants.