Course objectives and programmatic details:
Coding in the classroom:
computational thinking and playful learning
“Don’t buy your next videogame, create it!”
Kids always built their own games, and learnt while playing with them. Why shouldn’t they be able to still do it nowadays, with videogames and digital cartoons?
Today “digital natives” instead have no clue about what’s happening inside the many digital devices they use, making the definition of “digital consumers” much more fitting for them.
This training course will make you able to fill this gap, using coding in your classroom (through the worldwide – renown free platform Scratch, developed by MIT Boston USA) and using the unique appeal of technology to engage your classroom in lessons of many different subjects, coding your own games and digital cartoons.
According to different grades and ages of students, the course will show you how to use the platform to teach maths, geometry, English and other languages, visual arts, science etc in a playful and engaging way, with the aim of giving you the skills for designing by yourself your next lessons and to activate your classroom boosting their creativity and learning with coding.
Key competences acquired by participants
Here are the main objectives of the training:
- learn coding with Scratch
- understand the basic principles of game-based learning
- debating computational thinking: what we mean with it and how to improve it
- learn how to design a playful coding activity
- learn how to apply coding to maths, algebra and geometry in a playful way
- using coding for digital cartoons
- learn how to apply coding to science, history, geography
- learn how to apply coding to languages, visual arts
- applying non formal learning to coding
When is the next Course and how do I apply?
Target groups: Teachers, educators, youth workers, trainers, coaches, therapists, HR managers: any professional who works with other people as a teacher, guide, mentor, leader or counsellor.
Teachers from last years of primary schools (kids aged 8+)
and middle school (kids aged 11 to 13).
Dates in 2023:
The social programme activities are included within your course fees!
NEED MORE INFORMATIONS?
A few words about course co-ordinator
Michele Di Paola
I have been a youth worker for Spazio Giovani (www.spaziogiovani.it) since the late 90s, coming from a long experience of volunteering for different organisations. Within this organisation I am in charge of a Eurodesk local office (IT103) and I am working in several projects of youth/local communities empowerment.
I am also active as a freelance trainer, passionate in games and gamification, digital tools in outdoors activities, nature and passage rituals, storytelling. I have a great comppetence in the field of digital creativity: I designed with my team the course DIG IT UP!, then adopted by TCA. Since 2 years I run my own startup called CampusLaCamilla (www.campuslacamilla.it); it offers non formal education trainings on coding, creating video games, robots, digital and transmedia storytelling (with Minecraft) etc to kids and boys / girls.