Every lesson and project comes with step by step instructions that are easy to follow.
Lessons are broken down by age and experience bringing students from beginners to coding experts.
Steps have audio and video instructions to help students work independently as well as teacher notes and a fully completed solution.
Grade | Level | Course | Competencies |
---|---|---|---|
1st Year |
Beginner
2 week course
|
Introduction to Robotics | |
1st Year |
Intermediate
4 week course
|
Introduction to Microbits | |
1st Year |
Intermediate
4 week course
|
Shining Bright: Explorations with LEDs | |
1st Year |
Intermediate
3 week course
|
RoboTraffic Regulators | |
1st Year |
Intermediate
5 week course
|
Adventures in Robotics: Mastering Vehicles | |
1st Year |
Advanced
4 week course
|
Luminous Playgrounds: Advanced LED | |
1st Year |
Advanced
8 week course
|
Microbit Innovations: Advanced Applications | |
2nd Year |
Beginner
2 week course
|
Introduction to Robotics | |
2nd Year |
Intermediate
4 week course
|
Introduction to Microbits | |
2nd Year |
Intermediate
4 week course
|
Shining Bright: Explorations with LEDs | |
2nd Year |
Intermediate
3 week course
|
RoboTraffic Regulators | |
2nd Year |
Intermediate
5 week course
|
Adventures in Robotics: Mastering Vehicles | |
2nd Year |
Advanced
4 week course
|
Luminous Playgrounds: Advanced LED | |
2nd Year |
Advanced
6 week course
|
Building and Coding Autonomous Vehicles | |
2nd Year |
Advanced
8 week course
|
Microbit Innovations: Advanced Applications | |
3rd Year |
Beginner
2 week course
|
Introduction to Robotics | |
3rd Year |
Intermediate
4 week course
|
Introduction to Microbits | |
3rd Year |
Intermediate
4 week course
|
Shining Bright: Explorations with LEDs | |
3rd Year |
Intermediate
3 week course
|
RoboTraffic Regulators | |
3rd Year |
Intermediate
5 week course
|
Adventures in Robotics: Mastering Vehicles | |
3rd Year |
Advanced
8 week course
|
Microbit Innovations: Advanced Applications | |
3rd Year |
Advanced
4 week course
|
Luminous Playgrounds: Advanced LED | |
3rd Year |
Advanced
6 week course
|
Building and Coding Autonomous Vehicles | |
3rd Year |
Expert
6 week course
|
Raspberry Pi Pico | |
Transition Year |
Beginner
2 week course
|
Introduction to Robotics | |
Transition Year |
Intermediate
4 week course
|
Introduction to Microbits | |
Transition Year |
Intermediate
4 week course
|
Shining Bright: Explorations with LEDs | |
Transition Year |
Intermediate
5 week course
|
Adventures in Robotics: Mastering Vehicles | |
Transition Year |
Advanced
8 week course
|
Microbit Innovations: Advanced Applications | |
Transition Year |
Advanced
4 week course
|
Luminous Playgrounds: Advanced LED | |
Transition Year |
Advanced
6 week course
|
Building and Coding Autonomous Vehicles | |
Transition Year |
Expert
6 week course
|
Raspberry Pi Pico | |
5th Year |
Beginner
2 week course
|
Introduction to Robotics | |
5th Year |
Intermediate
4 week course
|
Introduction to Microbits | |
5th Year |
Expert
6 week course
|
Raspberry Pi Pico | |
6th Year |
Beginner
2 week course
|
Introduction to Robotics | |
6th Year |
Intermediate
4 week course
|
Introduction to Microbits | |
6th Year |
Expert
6 week course
|
Raspberry Pi Pico | |
Teacher Training |
Beginner
9 week course
|
Teaching Robotics |
Grade | Level | Course | Competencies |
---|---|---|---|
1st Year |
Beginner
7 week course
|
Data Visualizers | |
1st Year |
Intermediate
12 week course
|
AI Gamemakers | |
1st Year |
Advanced
11 week course
|
Data Modelers | |
1st Year |
Advanced
7 week course
|
AI - Training and Using Models | |
2nd Year |
Beginner
6 week course
|
AI Innovators | |
2nd Year |
Intermediate
11 week course
|
AI Trendsetters | |
2nd Year |
Advanced
9 week course
|
AI Engineers | |
2nd Year |
Advanced
7 week course
|
AI - Training and Using Models | |
3rd Year |
Beginner
7 week course
|
AI Forecasters | |
3rd Year |
Intermediate
7 week course
|
AI Medics | |
3rd Year |
Advanced
6 week course
|
AI Strategists | |
3rd Year |
Advanced
7 week course
|
AI - Training and Using Models | |
Transition Year |
Beginner
12 week course
|
Everyday AI | |
Transition Year |
Intermediate
8 week course
|
AI Artists | |
Transition Year |
Advanced
7 week course
|
AI Scientists | |
Transition Year |
Advanced
7 week course
|
AI - Training and Using Models | |
Transition Year |
Expert
6 week course
|
AI Ethicists | |
5th Year |
Beginner
9 week course
|
AI Advocates | |
5th Year |
Intermediate
6 week course
|
AI Philosophers | |
5th Year |
Advanced
9 week course
|
AI Economists | |
5th Year |
Expert
8 week course
|
AI Pioneers | |
6th Year |
Beginner
7 week course
|
AI Citizens | |
6th Year |
Intermediate
9 week course
|
AI Futurists | |
6th Year |
Advanced
12 week course
|
AI Theorists | |
6th Year |
Expert
7 week course
|
AI Innovators |
Grade | Level | Course | Competencies |
---|---|---|---|
1st Year |
Beginner
2 week course
|
Introduction to the Internet and Devices | |
1st Year |
Beginner
2 week course
|
Online Safety | |
1st Year |
Intermediate
2 week course
|
Digital Footprint and Identity | |
1st Year |
Intermediate
2 week course
|
Recognizing Online Threats | |
2nd Year |
Beginner
2 week course
|
Introduction to the Internet and Devices | |
2nd Year |
Beginner
2 week course
|
Online Safety | |
2nd Year |
Intermediate
2 week course
|
Digital Footprint and Identity | |
2nd Year |
Intermediate
2 week course
|
Recognizing Online Threats | |
3rd Year |
Beginner
2 week course
|
Introduction to the Internet and Devices | |
3rd Year |
Beginner
2 week course
|
Online Safety | |
3rd Year |
Intermediate
2 week course
|
Digital Footprint and Identity | |
3rd Year |
Intermediate
2 week course
|
Recognizing Online Threats | |
Transition Year |
Beginner
2 week course
|
Introduction to the Internet and Devices | |
Transition Year |
Beginner
2 week course
|
Online Safety | |
Transition Year |
Intermediate
2 week course
|
Digital Footprint and Identity | |
Transition Year |
Intermediate
2 week course
|
Recognizing Online Threats | |
5th Year |
Beginner
2 week course
|
Introduction to the Internet and Devices | |
5th Year |
Beginner
2 week course
|
Online Safety | |
5th Year |
Intermediate
2 week course
|
Digital Footprint and Identity | |
5th Year |
Intermediate
2 week course
|
Recognizing Online Threats | |
6th Year |
Beginner
2 week course
|
Introduction to the Internet and Devices | |
6th Year |
Beginner
2 week course
|
Online Safety | |
6th Year |
Intermediate
2 week course
|
Digital Footprint and Identity | |
6th Year |
Intermediate
2 week course
|
Recognizing Online Threats |
9 week course @ 1 hour per week
This course provides an engaging introduction to the world of coding, starting with basic concepts and progressing to hands-on projects. Teachers should ensure students understand the fundamentals before moving onto the practical application. The first module explores the coding universe, including an introduction to Scratch and creating a simple Paddle Ball Game. The second module focuses on coding projects, where students will create games like Space Shooter, Attack of the Dots, and Rocket Lander. They will also learn to develop functional tools like a Text to Speech converter, a translator, and a digital clock. Encourage creativity and problem-solving throughout.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course explores the dynamic world of microbits, starting with basic understanding and progressing to hands-on projects. Teachers should guide students through the initial modules, ensuring a solid grasp of microbit operations. The project-based modules require active facilitation, encouraging students to apply their knowledge in creating digital dice, compasses, thermometers, weather stations, and alarm systems. The final lessons focus on game development, promoting problem-solving and creativity. Teachers should emphasize real-world applications of these microbit projects, fostering an appreciation for technology's role in everyday life. Prior experience with coding or microbits is not necessary, but beneficial.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
5 week course @ 1 hour per week
This course introduces students to the exciting world of game development using MakeCode Arcade. Teachers will guide students through the basics of Arcade, helping them understand its functions and uses. Students will then create their first Arcade project, applying their newfound knowledge. The course progresses to more complex Arcade projects, including a prison break game, a platformer, and a space shooter. Teachers should encourage creativity and problem-solving, ensuring students understand the logic behind each code. Prior coding experience is not required, making this course perfect for beginners.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
7 week course @ 1 hour per week
This course delves into the world of Artificial Intelligence (AI), focusing on training and utilizing AI models. Teachers will guide students through AI model explorations, introducing them to various AI models and their applications. In the AI Model Playground module, students will create image and pose models, and apply them in Scratch AI projects, such as the Rock, Paper, Scissors game and Pose Space game. The course culminates with a student project, where learners craft their own AI project. Teachers should encourage creativity and problem-solving, while providing support and guidance throughout the learning process.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
9 week course @ 1 hour per week
This course provides an engaging introduction to the world of coding, starting with basic concepts and progressing to hands-on projects. Teachers should ensure students understand the fundamentals before moving onto the practical application. The first module explores the coding universe, including an introduction to Scratch and creating a simple Paddle Ball Game. The second module focuses on coding projects, where students will create games like Space Shooter, Attack of the Dots, and Rocket Lander. They will also learn to develop functional tools like a Text to Speech converter, a translator, and a digital clock. Encourage creativity and problem-solving throughout.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
7 week course @ 1 hour per week
This course delves deeper into the world of Microbits, focusing on the Internet of Things (IoT) and interactive gaming. Teachers should guide students through exploring IoT concepts, using Microbits for radio messages, creating a seismic and meteorological station, and setting up a voting system. The gaming module introduces game design principles and involves students creating their own interactive games such as 'Bop It', 'Head Guess', and 'Chase the Dot'. Teachers should encourage creativity, problem-solving, and collaboration among students. Prior experience with Microbits is beneficial but not essential as the course builds on foundational knowledge.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
8 week course @ 1 hour per week
This course delves into the advanced aspects of MakeCode Arcade, focusing on building intricate games. Teachers should guide students through understanding and applying game mechanics with lessons like 'The Fruit Collector Challenge' and 'Arcade Dino Jump'. Enhancing gameplay and storytelling is explored in lessons such as 'Monster Battle Arena' and 'Interactive Story Adventure'. The course culminates in a final game development project. Teachers should encourage creativity, problem-solving, and technical skills. Prior experience with MakeCode Arcade is beneficial. The course is hands-on, so teachers should be prepared to provide practical guidance and feedback.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
An arcade computer is a small, programmable device that allows users to create and play their own interactive games. It comes with a built-in screen and buttons that make it easy to design a wide variety of games.
Using the MakeCode platform, students can code their games using block-based or text-based programming, making it accessible for both beginners and experienced programmers. Whether it's creating a classic arcade game or designing something entirely new, the arcade computer offers endless possibilities for creative expression and learning in a fun, engaging way. Suitable for classroom lessons, it provides a hands-on way to explore concepts in coding, game design, and digital creativity.
3 week course @ 1 hour per week
This course provides an overview of HTML, the fundamental coding language for web development. It begins with 'HTML Foundations', introducing the basics of HTML and its key elements. Teachers should ensure students understand these concepts before progressing. The second module, 'Organizing Data with HTML', focuses on HTML tables and lists, vital tools for structuring data on web pages. Teachers should encourage hands-on practice and real-world application to solidify learning. Prior knowledge of coding is not required, making this course suitable for beginners.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
3 week course @ 1 hour per week
This course provides a comprehensive introduction to Cascading Style Sheets (CSS), a vital tool for web design. Teachers should start with the basics of CSS, explaining its purpose and syntax before moving on to the CSS box model. The second module focuses on text and font styling, a key aspect of web aesthetics. Encourage students to experiment with different fonts and text styles. The final module delves into the use of CSS for website layout. Here, practical exercises are crucial for students to understand how CSS impacts structure and design. Prior knowledge of HTML is beneficial but not mandatory.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
7 week course @ 1 hour per week
This course delves into the world of Artificial Intelligence (AI), focusing on training and utilizing AI models. Teachers will guide students through AI model explorations, introducing them to various AI models and their applications. In the AI Model Playground module, students will create image and pose models, and apply them in Scratch AI projects, such as the Rock, Paper, Scissors game and Pose Space game. The course culminates with a student project, where learners craft their own AI project. Teachers should encourage creativity and problem-solving, while providing support and guidance throughout the learning process.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
9 week course @ 1 hour per week
This course provides an engaging introduction to the world of coding, starting with basic concepts and progressing to hands-on projects. Teachers should ensure students understand the fundamentals before moving onto the practical application. The first module explores the coding universe, including an introduction to Scratch and creating a simple Paddle Ball Game. The second module focuses on coding projects, where students will create games like Space Shooter, Attack of the Dots, and Rocket Lander. They will also learn to develop functional tools like a Text to Speech converter, a translator, and a digital clock. Encourage creativity and problem-solving throughout.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
7 week course @ 1 hour per week
This course provides a comprehensive introduction to JavaScript, starting with its basics and gradually progressing to more complex concepts. Teachers should begin with a general overview of JavaScript, before delving into specifics like the significance of 'Exactly 11'. The next module focuses on JavaScript variables and data types, where teachers should emphasize the importance of each data type and their usage. The final module covers operators and conditional statements, including switch statements. Teachers should ensure students understand the practical applications of these concepts through hands-on exercises and real-world examples.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
5 week course @ 1 hour per week
This course delves into the intricacies of HTML and CSS, focusing on interactive web design. Teachers should guide students through mastering HTML, starting with form creation basics, advancing to complex input types, and embedding audio and video. The course also explores crafting complex tables. The second half of the course focuses on advanced CSS techniques, introducing students to Flexbox and responsive design. Teachers should emphasize hands-on practice and real-world application. Encourage creativity and problem-solving as students learn to design interactive, responsive websites. Prior basic knowledge of HTML and CSS is recommended for students.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
12 week course @ 1 hour per week
This course provides a comprehensive introduction to Python programming, designed to equip students with the foundational skills needed to create their own projects. Teachers should begin with the 'Python Playground' module, introducing Python syntax and basic concepts such as variables. Next, explore 'Control Structures' to teach loops, decision-making, and operators. Delve into 'Data Structures' with a focus on arrays, followed by the 'Functions' module, covering function creation and variable scope. Conclude with a 'Student Project' module, where students apply their knowledge to create a Python project, showcasing their newfound skills. Encourage creativity and problem-solving throughout.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
7 week course @ 1 hour per week
This course delves into the world of Artificial Intelligence (AI), focusing on training and utilizing AI models. Teachers will guide students through AI model explorations, introducing them to various AI models and their applications. In the AI Model Playground module, students will create image and pose models, and apply them in Scratch AI projects, such as the Rock, Paper, Scissors game and Pose Space game. The course culminates with a student project, where learners craft their own AI project. Teachers should encourage creativity and problem-solving, while providing support and guidance throughout the learning process.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
7 week course @ 1 hour per week
This course delves into the fundamental aspects of integrated web development, exploring the interaction between HTML, CSS, and JavaScript. Teachers should ensure students understand the setup of essential tools before moving on to more complex topics. The course then transitions into JavaScript, focusing on scripting, DOM manipulation, and dynamic form validation. Teachers should emphasize the practical application of these skills, particularly when integrating external libraries and APIs. The course concludes with mini projects, including creating an interactive quiz game and a weather web app, which serve as practical applications of the skills learned.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
9 week course @ 1 hour per week
This course provides an engaging introduction to the world of coding, starting with basic concepts and progressing to hands-on projects. Teachers should ensure students understand the fundamentals before moving onto the practical application. The first module explores the coding universe, including an introduction to Scratch and creating a simple Paddle Ball Game. The second module focuses on coding projects, where students will create games like Space Shooter, Attack of the Dots, and Rocket Lander. They will also learn to develop functional tools like a Text to Speech converter, a translator, and a digital clock. Encourage creativity and problem-solving throughout.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course explores the dynamic world of microbits, starting with basic understanding and progressing to hands-on projects. Teachers should guide students through the initial modules, ensuring a solid grasp of microbit operations. The project-based modules require active facilitation, encouraging students to apply their knowledge in creating digital dice, compasses, thermometers, weather stations, and alarm systems. The final lessons focus on game development, promoting problem-solving and creativity. Teachers should emphasize real-world applications of these microbit projects, fostering an appreciation for technology's role in everyday life. Prior experience with coding or microbits is not necessary, but beneficial.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
5 week course @ 1 hour per week
This course introduces students to the exciting world of game development using MakeCode Arcade. Teachers will guide students through the basics of Arcade, helping them understand its functions and uses. Students will then create their first Arcade project, applying their newfound knowledge. The course progresses to more complex Arcade projects, including a prison break game, a platformer, and a space shooter. Teachers should encourage creativity and problem-solving, ensuring students understand the logic behind each code. Prior coding experience is not required, making this course perfect for beginners.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
7 week course @ 1 hour per week
This course delves deeper into the world of Microbits, focusing on the Internet of Things (IoT) and interactive gaming. Teachers should guide students through exploring IoT concepts, using Microbits for radio messages, creating a seismic and meteorological station, and setting up a voting system. The gaming module introduces game design principles and involves students creating their own interactive games such as 'Bop It', 'Head Guess', and 'Chase the Dot'. Teachers should encourage creativity, problem-solving, and collaboration among students. Prior experience with Microbits is beneficial but not essential as the course builds on foundational knowledge.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
8 week course @ 1 hour per week
This course delves into the advanced aspects of MakeCode Arcade, focusing on building intricate games. Teachers should guide students through understanding and applying game mechanics with lessons like 'The Fruit Collector Challenge' and 'Arcade Dino Jump'. Enhancing gameplay and storytelling is explored in lessons such as 'Monster Battle Arena' and 'Interactive Story Adventure'. The course culminates in a final game development project. Teachers should encourage creativity, problem-solving, and technical skills. Prior experience with MakeCode Arcade is beneficial. The course is hands-on, so teachers should be prepared to provide practical guidance and feedback.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
An arcade computer is a small, programmable device that allows users to create and play their own interactive games. It comes with a built-in screen and buttons that make it easy to design a wide variety of games.
Using the MakeCode platform, students can code their games using block-based or text-based programming, making it accessible for both beginners and experienced programmers. Whether it's creating a classic arcade game or designing something entirely new, the arcade computer offers endless possibilities for creative expression and learning in a fun, engaging way. Suitable for classroom lessons, it provides a hands-on way to explore concepts in coding, game design, and digital creativity.
3 week course @ 1 hour per week
This course provides an overview of HTML, the fundamental coding language for web development. It begins with 'HTML Foundations', introducing the basics of HTML and its key elements. Teachers should ensure students understand these concepts before progressing. The second module, 'Organizing Data with HTML', focuses on HTML tables and lists, vital tools for structuring data on web pages. Teachers should encourage hands-on practice and real-world application to solidify learning. Prior knowledge of coding is not required, making this course suitable for beginners.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
3 week course @ 1 hour per week
This course provides a comprehensive introduction to Cascading Style Sheets (CSS), a vital tool for web design. Teachers should start with the basics of CSS, explaining its purpose and syntax before moving on to the CSS box model. The second module focuses on text and font styling, a key aspect of web aesthetics. Encourage students to experiment with different fonts and text styles. The final module delves into the use of CSS for website layout. Here, practical exercises are crucial for students to understand how CSS impacts structure and design. Prior knowledge of HTML is beneficial but not mandatory.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
7 week course @ 1 hour per week
This course provides a comprehensive introduction to JavaScript, starting with its basics and gradually progressing to more complex concepts. Teachers should begin with a general overview of JavaScript, before delving into specifics like the significance of 'Exactly 11'. The next module focuses on JavaScript variables and data types, where teachers should emphasize the importance of each data type and their usage. The final module covers operators and conditional statements, including switch statements. Teachers should ensure students understand the practical applications of these concepts through hands-on exercises and real-world examples.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
12 week course @ 1 hour per week
This course provides a comprehensive introduction to Python programming, designed to equip students with the foundational skills needed to create their own projects. Teachers should begin with the 'Python Playground' module, introducing Python syntax and basic concepts such as variables. Next, explore 'Control Structures' to teach loops, decision-making, and operators. Delve into 'Data Structures' with a focus on arrays, followed by the 'Functions' module, covering function creation and variable scope. Conclude with a 'Student Project' module, where students apply their knowledge to create a Python project, showcasing their newfound skills. Encourage creativity and problem-solving throughout.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
5 week course @ 1 hour per week
This course delves into the intricacies of HTML and CSS, focusing on interactive web design. Teachers should guide students through mastering HTML, starting with form creation basics, advancing to complex input types, and embedding audio and video. The course also explores crafting complex tables. The second half of the course focuses on advanced CSS techniques, introducing students to Flexbox and responsive design. Teachers should emphasize hands-on practice and real-world application. Encourage creativity and problem-solving as students learn to design interactive, responsive websites. Prior basic knowledge of HTML and CSS is recommended for students.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
7 week course @ 1 hour per week
This course delves into the world of Artificial Intelligence (AI), focusing on training and utilizing AI models. Teachers will guide students through AI model explorations, introducing them to various AI models and their applications. In the AI Model Playground module, students will create image and pose models, and apply them in Scratch AI projects, such as the Rock, Paper, Scissors game and Pose Space game. The course culminates with a student project, where learners craft their own AI project. Teachers should encourage creativity and problem-solving, while providing support and guidance throughout the learning process.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
7 week course @ 1 hour per week
This course delves into the fundamental aspects of integrated web development, exploring the interaction between HTML, CSS, and JavaScript. Teachers should ensure students understand the setup of essential tools before moving on to more complex topics. The course then transitions into JavaScript, focusing on scripting, DOM manipulation, and dynamic form validation. Teachers should emphasize the practical application of these skills, particularly when integrating external libraries and APIs. The course concludes with mini projects, including creating an interactive quiz game and a weather web app, which serve as practical applications of the skills learned.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
3 week course @ 1 hour per week
This course provides an overview of HTML, the fundamental coding language for web development. It begins with 'HTML Foundations', introducing the basics of HTML and its key elements. Teachers should ensure students understand these concepts before progressing. The second module, 'Organizing Data with HTML', focuses on HTML tables and lists, vital tools for structuring data on web pages. Teachers should encourage hands-on practice and real-world application to solidify learning. Prior knowledge of coding is not required, making this course suitable for beginners.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
3 week course @ 1 hour per week
This course provides a comprehensive introduction to Cascading Style Sheets (CSS), a vital tool for web design. Teachers should start with the basics of CSS, explaining its purpose and syntax before moving on to the CSS box model. The second module focuses on text and font styling, a key aspect of web aesthetics. Encourage students to experiment with different fonts and text styles. The final module delves into the use of CSS for website layout. Here, practical exercises are crucial for students to understand how CSS impacts structure and design. Prior knowledge of HTML is beneficial but not mandatory.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
7 week course @ 1 hour per week
This course provides a comprehensive introduction to JavaScript, starting with its basics and gradually progressing to more complex concepts. Teachers should begin with a general overview of JavaScript, before delving into specifics like the significance of 'Exactly 11'. The next module focuses on JavaScript variables and data types, where teachers should emphasize the importance of each data type and their usage. The final module covers operators and conditional statements, including switch statements. Teachers should ensure students understand the practical applications of these concepts through hands-on exercises and real-world examples.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
12 week course @ 1 hour per week
This course provides a comprehensive introduction to Python programming, designed to equip students with the foundational skills needed to create their own projects. Teachers should begin with the 'Python Playground' module, introducing Python syntax and basic concepts such as variables. Next, explore 'Control Structures' to teach loops, decision-making, and operators. Delve into 'Data Structures' with a focus on arrays, followed by the 'Functions' module, covering function creation and variable scope. Conclude with a 'Student Project' module, where students apply their knowledge to create a Python project, showcasing their newfound skills. Encourage creativity and problem-solving throughout.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
5 week course @ 1 hour per week
This course delves into the intricacies of HTML and CSS, focusing on interactive web design. Teachers should guide students through mastering HTML, starting with form creation basics, advancing to complex input types, and embedding audio and video. The course also explores crafting complex tables. The second half of the course focuses on advanced CSS techniques, introducing students to Flexbox and responsive design. Teachers should emphasize hands-on practice and real-world application. Encourage creativity and problem-solving as students learn to design interactive, responsive websites. Prior basic knowledge of HTML and CSS is recommended for students.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
7 week course @ 1 hour per week
This course delves into the fundamental aspects of integrated web development, exploring the interaction between HTML, CSS, and JavaScript. Teachers should ensure students understand the setup of essential tools before moving on to more complex topics. The course then transitions into JavaScript, focusing on scripting, DOM manipulation, and dynamic form validation. Teachers should emphasize the practical application of these skills, particularly when integrating external libraries and APIs. The course concludes with mini projects, including creating an interactive quiz game and a weather web app, which serve as practical applications of the skills learned.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
3 week course @ 1 hour per week
This course provides an overview of HTML, the fundamental coding language for web development. It begins with 'HTML Foundations', introducing the basics of HTML and its key elements. Teachers should ensure students understand these concepts before progressing. The second module, 'Organizing Data with HTML', focuses on HTML tables and lists, vital tools for structuring data on web pages. Teachers should encourage hands-on practice and real-world application to solidify learning. Prior knowledge of coding is not required, making this course suitable for beginners.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
3 week course @ 1 hour per week
This course provides a comprehensive introduction to Cascading Style Sheets (CSS), a vital tool for web design. Teachers should start with the basics of CSS, explaining its purpose and syntax before moving on to the CSS box model. The second module focuses on text and font styling, a key aspect of web aesthetics. Encourage students to experiment with different fonts and text styles. The final module delves into the use of CSS for website layout. Here, practical exercises are crucial for students to understand how CSS impacts structure and design. Prior knowledge of HTML is beneficial but not mandatory.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
7 week course @ 1 hour per week
This course provides a comprehensive introduction to JavaScript, starting with its basics and gradually progressing to more complex concepts. Teachers should begin with a general overview of JavaScript, before delving into specifics like the significance of 'Exactly 11'. The next module focuses on JavaScript variables and data types, where teachers should emphasize the importance of each data type and their usage. The final module covers operators and conditional statements, including switch statements. Teachers should ensure students understand the practical applications of these concepts through hands-on exercises and real-world examples.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
5 week course @ 1 hour per week
This course delves into the intricacies of HTML and CSS, focusing on interactive web design. Teachers should guide students through mastering HTML, starting with form creation basics, advancing to complex input types, and embedding audio and video. The course also explores crafting complex tables. The second half of the course focuses on advanced CSS techniques, introducing students to Flexbox and responsive design. Teachers should emphasize hands-on practice and real-world application. Encourage creativity and problem-solving as students learn to design interactive, responsive websites. Prior basic knowledge of HTML and CSS is recommended for students.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
12 week course @ 1 hour per week
This course provides a comprehensive introduction to Python programming, designed to equip students with the foundational skills needed to create their own projects. Teachers should begin with the 'Python Playground' module, introducing Python syntax and basic concepts such as variables. Next, explore 'Control Structures' to teach loops, decision-making, and operators. Delve into 'Data Structures' with a focus on arrays, followed by the 'Functions' module, covering function creation and variable scope. Conclude with a 'Student Project' module, where students apply their knowledge to create a Python project, showcasing their newfound skills. Encourage creativity and problem-solving throughout.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
7 week course @ 1 hour per week
This course delves into the fundamental aspects of integrated web development, exploring the interaction between HTML, CSS, and JavaScript. Teachers should ensure students understand the setup of essential tools before moving on to more complex topics. The course then transitions into JavaScript, focusing on scripting, DOM manipulation, and dynamic form validation. Teachers should emphasize the practical application of these skills, particularly when integrating external libraries and APIs. The course concludes with mini projects, including creating an interactive quiz game and a weather web app, which serve as practical applications of the skills learned.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
6 week course @ 1 hour per week
This comprehensive course equips educators with the necessary skills to effectively teach coding to students. Beginning with an introduction to coding and its basic principles, the course then delves into teaching methodologies, classroom setup, and lesson planning. Educators will explore various coding lessons and curricula, learning how to tailor their instruction to students' needs. The course also includes hands-on tutorials using Scratch, guiding teachers through the creation of a paddle ball game, flying animation, and a clock. Tips for successful teaching include fostering a collaborative learning environment and encouraging students to experiment and problem-solve.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course provides a comprehensive overview of robotics, starting with the basic definition and history, and progressing to the future prospects of the field. It delves into the anatomy and applications of robots, offering a detailed understanding of robotic systems. Teachers should focus on interactive learning, using real-world examples to illustrate concepts. Encourage students to think critically about the role of robots in society and the potential implications for the future. Hands-on activities, such as building simple robots or programming exercises, can enhance understanding and engagement.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
4 week course @ 1 hour per week
This course provides an engaging introduction to Microbits, a pocket-sized computer transforming digital skills learning. The initial module offers a comprehensive tutorial on Microbits, familiarizing students with its functionalities. The subsequent module delves into coding, with lessons designed around creating specific projects like 'Exactly 11', a number-based game, 'Higher or Lower Game', a probability game, and 'Microbit Pet', a virtual pet simulation. Teachers should encourage hands-on learning, promote problem-solving, and foster a collaborative environment. Prior knowledge of coding is not required, making this course suitable for beginners.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
4 week course @ 1 hour per week
"Shining Bright: Explorations with LEDs" is an engaging course designed to introduce students to the world of LEDs and their applications. The course is divided into two modules: 'Basics of RGB' and 'Luminous Learning'. In the first module, students will learn about RGB color mixing and experiment with microbit RGB LEDs. The second module focuses on creative applications, such as microbit LED strips, LED strip thermometers, and LED flags. Teachers should encourage hands-on learning, group collaboration, and problem-solving throughout the course. Prior experience with microbits is helpful but not required, as students will quickly grasp the concepts through interactive lessons.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
3 week course @ 1 hour per week
This course explores the intersection of robotics and traffic regulation, with a focus on traffic light systems. Teachers will guide students through understanding the basics of traffic lights, constructing their own models, and programming them using Microbit. The course also includes a lesson on pedestrian crossings, emphasizing their importance in traffic regulation. The final lesson involves a fun, interactive reaction game using traffic lights. Teachers should encourage hands-on participation, critical thinking, and problem-solving skills. Prior knowledge of basic coding and robotics is beneficial but not necessary.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
5 week course @ 1 hour per week
This course explores the exciting world of robotics, focusing on vehicle mastery. Teachers will guide students through the fundamentals of robot car construction and operation, starting with building a move motor sensor car and understanding its movements. The course then delves into advanced communication techniques, including straight line movement and tilt remote control operation. Teachers should encourage hands-on learning and problem-solving, ensuring students grasp both the theoretical and practical aspects of robotics. Prior knowledge of basic physics and mathematics would be beneficial for students.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The Move Motor Car is a versatile, programmable vehicle that is powered and controlled by the micro:bit, a pocket-sized computer.
This car has motorized wheels and a variety of sensors, allowing students to create and test different robotics and coding projects. By connecting a micro:bit to the car, students can use the MakeCode platform to program the vehicle's movements, speed, and responses to sensor inputs. This provides an engaging and hands-on way for students to learn about coding, robotics, and engineering concepts.
Whether it's navigating through a maze, following a line on the ground, or responding to obstacles, the Move Motor Sensor Car offers endless opportunities for creativity and problem-solving. Perfect for classroom activities, it allows students to explore STEM concepts in an interactive and enjoyable way.
4 week course @ 1 hour per week
This course explores the creative potential of LED technology in designing interactive, illuminated playgrounds. Teachers should encourage students to experiment and innovate with LED applications in the 'Illuminated Innovations' module. Lessons include 'Shooting Stars' and 'LED Stacking', where students will learn to create dynamic light displays. 'LED Strip Clapper' and 'LED Strip Precision Game' lessons will challenge students to integrate sound and precision elements into their designs. Emphasize hands-on learning, teamwork, and problem-solving to help students fully engage with the material and develop practical skills in advanced LED technology.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
8 week course @ 1 hour per week
This course delves into advanced applications of Microbit technology, with a focus on sensory exploration, game development, and communication. Teachers should guide students through hands-on projects like creating a Microbit compass, thermometer, step counter, and finder. In the game development module, students will learn how to create interactive games like 'Bop It' and 'Chase the Dot'. The final module explores communication, teaching students to send and receive radio messages. Teachers should encourage creativity, problem-solving, and collaboration throughout the course, reinforcing the practical applications of these skills in real-world technology and computing.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
2 week course @ 1 hour per week
This course provides a comprehensive overview of robotics, starting with the basic definition and history, and progressing to the future prospects of the field. It delves into the anatomy and applications of robots, offering a detailed understanding of robotic systems. Teachers should focus on interactive learning, using real-world examples to illustrate concepts. Encourage students to think critically about the role of robots in society and the potential implications for the future. Hands-on activities, such as building simple robots or programming exercises, can enhance understanding and engagement.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
4 week course @ 1 hour per week
This course provides an engaging introduction to Microbits, a pocket-sized computer transforming digital skills learning. The initial module offers a comprehensive tutorial on Microbits, familiarizing students with its functionalities. The subsequent module delves into coding, with lessons designed around creating specific projects like 'Exactly 11', a number-based game, 'Higher or Lower Game', a probability game, and 'Microbit Pet', a virtual pet simulation. Teachers should encourage hands-on learning, promote problem-solving, and foster a collaborative environment. Prior knowledge of coding is not required, making this course suitable for beginners.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
4 week course @ 1 hour per week
"Shining Bright: Explorations with LEDs" is an engaging course designed to introduce students to the world of LEDs and their applications. The course is divided into two modules: 'Basics of RGB' and 'Luminous Learning'. In the first module, students will learn about RGB color mixing and experiment with microbit RGB LEDs. The second module focuses on creative applications, such as microbit LED strips, LED strip thermometers, and LED flags. Teachers should encourage hands-on learning, group collaboration, and problem-solving throughout the course. Prior experience with microbits is helpful but not required, as students will quickly grasp the concepts through interactive lessons.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
3 week course @ 1 hour per week
This course explores the intersection of robotics and traffic regulation, with a focus on traffic light systems. Teachers will guide students through understanding the basics of traffic lights, constructing their own models, and programming them using Microbit. The course also includes a lesson on pedestrian crossings, emphasizing their importance in traffic regulation. The final lesson involves a fun, interactive reaction game using traffic lights. Teachers should encourage hands-on participation, critical thinking, and problem-solving skills. Prior knowledge of basic coding and robotics is beneficial but not necessary.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
5 week course @ 1 hour per week
This course explores the exciting world of robotics, focusing on vehicle mastery. Teachers will guide students through the fundamentals of robot car construction and operation, starting with building a move motor sensor car and understanding its movements. The course then delves into advanced communication techniques, including straight line movement and tilt remote control operation. Teachers should encourage hands-on learning and problem-solving, ensuring students grasp both the theoretical and practical aspects of robotics. Prior knowledge of basic physics and mathematics would be beneficial for students.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The Move Motor Car is a versatile, programmable vehicle that is powered and controlled by the micro:bit, a pocket-sized computer.
This car has motorized wheels and a variety of sensors, allowing students to create and test different robotics and coding projects. By connecting a micro:bit to the car, students can use the MakeCode platform to program the vehicle's movements, speed, and responses to sensor inputs. This provides an engaging and hands-on way for students to learn about coding, robotics, and engineering concepts.
Whether it's navigating through a maze, following a line on the ground, or responding to obstacles, the Move Motor Sensor Car offers endless opportunities for creativity and problem-solving. Perfect for classroom activities, it allows students to explore STEM concepts in an interactive and enjoyable way.
4 week course @ 1 hour per week
This course explores the creative potential of LED technology in designing interactive, illuminated playgrounds. Teachers should encourage students to experiment and innovate with LED applications in the 'Illuminated Innovations' module. Lessons include 'Shooting Stars' and 'LED Stacking', where students will learn to create dynamic light displays. 'LED Strip Clapper' and 'LED Strip Precision Game' lessons will challenge students to integrate sound and precision elements into their designs. Emphasize hands-on learning, teamwork, and problem-solving to help students fully engage with the material and develop practical skills in advanced LED technology.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
6 week course @ 1 hour per week
This course explores the fundamentals of creating and programming autonomous vehicles. Teachers will guide students through modules on 'Autodrive Dynamics' and 'Vehicle Attachments', covering topics from basic autonomous vehicle principles to more complex concepts like car communication and distance sensors. Practical lessons include building a line-following car and attaching a move motor klaw. Teachers should ensure students grasp both the theoretical and practical aspects, fostering a hands-on learning environment. Prior knowledge of basic coding and robotics is beneficial. Encourage creativity and problem-solving as students navigate the exciting world of autonomous vehicle technology.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The Move Motor Car is a versatile, programmable vehicle that is powered and controlled by the micro:bit, a pocket-sized computer.
This car has motorized wheels and a variety of sensors, allowing students to create and test different robotics and coding projects. By connecting a micro:bit to the car, students can use the MakeCode platform to program the vehicle's movements, speed, and responses to sensor inputs. This provides an engaging and hands-on way for students to learn about coding, robotics, and engineering concepts.
Whether it's navigating through a maze, following a line on the ground, or responding to obstacles, the Move Motor Sensor Car offers endless opportunities for creativity and problem-solving. Perfect for classroom activities, it allows students to explore STEM concepts in an interactive and enjoyable way.
The Move Motor Klaw is a robotic accessory designed to be attached to motorized vehicles, like the Move Motor Robot Car.
This mechanical claw can be programmed to open and close, allowing it to pick up, hold, or move objects. By integrating it with a micro:bit and using the MakeCode platform, students can code the Klaw to perform specific actions, such as grabbing items or completing simple tasks. Ideal for classroom projects, the Move Motor Klaw offers students a hands-on way to explore robotics, engineering, and coding, enhancing their problem-solving and creative skills.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
8 week course @ 1 hour per week
This course delves into advanced applications of Microbit technology, with a focus on sensory exploration, game development, and communication. Teachers should guide students through hands-on projects like creating a Microbit compass, thermometer, step counter, and finder. In the game development module, students will learn how to create interactive games like 'Bop It' and 'Chase the Dot'. The final module explores communication, teaching students to send and receive radio messages. Teachers should encourage creativity, problem-solving, and collaboration throughout the course, reinforcing the practical applications of these skills in real-world technology and computing.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
2 week course @ 1 hour per week
This course provides a comprehensive overview of robotics, starting with the basic definition and history, and progressing to the future prospects of the field. It delves into the anatomy and applications of robots, offering a detailed understanding of robotic systems. Teachers should focus on interactive learning, using real-world examples to illustrate concepts. Encourage students to think critically about the role of robots in society and the potential implications for the future. Hands-on activities, such as building simple robots or programming exercises, can enhance understanding and engagement.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
4 week course @ 1 hour per week
This course provides an engaging introduction to Microbits, a pocket-sized computer transforming digital skills learning. The initial module offers a comprehensive tutorial on Microbits, familiarizing students with its functionalities. The subsequent module delves into coding, with lessons designed around creating specific projects like 'Exactly 11', a number-based game, 'Higher or Lower Game', a probability game, and 'Microbit Pet', a virtual pet simulation. Teachers should encourage hands-on learning, promote problem-solving, and foster a collaborative environment. Prior knowledge of coding is not required, making this course suitable for beginners.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
4 week course @ 1 hour per week
"Shining Bright: Explorations with LEDs" is an engaging course designed to introduce students to the world of LEDs and their applications. The course is divided into two modules: 'Basics of RGB' and 'Luminous Learning'. In the first module, students will learn about RGB color mixing and experiment with microbit RGB LEDs. The second module focuses on creative applications, such as microbit LED strips, LED strip thermometers, and LED flags. Teachers should encourage hands-on learning, group collaboration, and problem-solving throughout the course. Prior experience with microbits is helpful but not required, as students will quickly grasp the concepts through interactive lessons.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
3 week course @ 1 hour per week
This course explores the intersection of robotics and traffic regulation, with a focus on traffic light systems. Teachers will guide students through understanding the basics of traffic lights, constructing their own models, and programming them using Microbit. The course also includes a lesson on pedestrian crossings, emphasizing their importance in traffic regulation. The final lesson involves a fun, interactive reaction game using traffic lights. Teachers should encourage hands-on participation, critical thinking, and problem-solving skills. Prior knowledge of basic coding and robotics is beneficial but not necessary.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
5 week course @ 1 hour per week
This course explores the exciting world of robotics, focusing on vehicle mastery. Teachers will guide students through the fundamentals of robot car construction and operation, starting with building a move motor sensor car and understanding its movements. The course then delves into advanced communication techniques, including straight line movement and tilt remote control operation. Teachers should encourage hands-on learning and problem-solving, ensuring students grasp both the theoretical and practical aspects of robotics. Prior knowledge of basic physics and mathematics would be beneficial for students.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The Move Motor Car is a versatile, programmable vehicle that is powered and controlled by the micro:bit, a pocket-sized computer.
This car has motorized wheels and a variety of sensors, allowing students to create and test different robotics and coding projects. By connecting a micro:bit to the car, students can use the MakeCode platform to program the vehicle's movements, speed, and responses to sensor inputs. This provides an engaging and hands-on way for students to learn about coding, robotics, and engineering concepts.
Whether it's navigating through a maze, following a line on the ground, or responding to obstacles, the Move Motor Sensor Car offers endless opportunities for creativity and problem-solving. Perfect for classroom activities, it allows students to explore STEM concepts in an interactive and enjoyable way.
8 week course @ 1 hour per week
This course delves into advanced applications of Microbit technology, with a focus on sensory exploration, game development, and communication. Teachers should guide students through hands-on projects like creating a Microbit compass, thermometer, step counter, and finder. In the game development module, students will learn how to create interactive games like 'Bop It' and 'Chase the Dot'. The final module explores communication, teaching students to send and receive radio messages. Teachers should encourage creativity, problem-solving, and collaboration throughout the course, reinforcing the practical applications of these skills in real-world technology and computing.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
4 week course @ 1 hour per week
This course explores the creative potential of LED technology in designing interactive, illuminated playgrounds. Teachers should encourage students to experiment and innovate with LED applications in the 'Illuminated Innovations' module. Lessons include 'Shooting Stars' and 'LED Stacking', where students will learn to create dynamic light displays. 'LED Strip Clapper' and 'LED Strip Precision Game' lessons will challenge students to integrate sound and precision elements into their designs. Emphasize hands-on learning, teamwork, and problem-solving to help students fully engage with the material and develop practical skills in advanced LED technology.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
6 week course @ 1 hour per week
This course explores the fundamentals of creating and programming autonomous vehicles. Teachers will guide students through modules on 'Autodrive Dynamics' and 'Vehicle Attachments', covering topics from basic autonomous vehicle principles to more complex concepts like car communication and distance sensors. Practical lessons include building a line-following car and attaching a move motor klaw. Teachers should ensure students grasp both the theoretical and practical aspects, fostering a hands-on learning environment. Prior knowledge of basic coding and robotics is beneficial. Encourage creativity and problem-solving as students navigate the exciting world of autonomous vehicle technology.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The Move Motor Car is a versatile, programmable vehicle that is powered and controlled by the micro:bit, a pocket-sized computer.
This car has motorized wheels and a variety of sensors, allowing students to create and test different robotics and coding projects. By connecting a micro:bit to the car, students can use the MakeCode platform to program the vehicle's movements, speed, and responses to sensor inputs. This provides an engaging and hands-on way for students to learn about coding, robotics, and engineering concepts.
Whether it's navigating through a maze, following a line on the ground, or responding to obstacles, the Move Motor Sensor Car offers endless opportunities for creativity and problem-solving. Perfect for classroom activities, it allows students to explore STEM concepts in an interactive and enjoyable way.
The Move Motor Klaw is a robotic accessory designed to be attached to motorized vehicles, like the Move Motor Robot Car.
This mechanical claw can be programmed to open and close, allowing it to pick up, hold, or move objects. By integrating it with a micro:bit and using the MakeCode platform, students can code the Klaw to perform specific actions, such as grabbing items or completing simple tasks. Ideal for classroom projects, the Move Motor Klaw offers students a hands-on way to explore robotics, engineering, and coding, enhancing their problem-solving and creative skills.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
6 week course @ 1 hour per week
In this course, students will explore the world of Raspberry Pi Pico, a versatile microcontroller. Teachers should begin with the 'Pico Basics' module, introducing students to the Pico and guiding them through setup and basic programming. The 'Web Programming' module delves into creating a PICO Web Server, building a Wifi Signal Strength Scanner, and developing an IoT Web-Controlled LED Light. Encourage students to experiment and apply their knowledge to real-life scenarios. Prior experience with Python programming is helpful, but not required. Emphasize hands-on learning and project-based activities for maximum engagement.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
You only need this if you are programming on an iPad.
An iPad/iPhone USB adapter, typically referred to as the "Lightning to USB Camera Adapter" or "Lightning to USB Adapter", is a dongle that plugs into the Lightning port of an iPad or an iPhone. The other end of the adapter provides a USB port. This enables the connection of USB devices like programmable micro-controllers, cameras, USB flash drives, and other peripherals to the iPad or iPhone.
The Raspberry Pi Pico W is a microcontroller with wireless capabilities, part of the affordable and versatile Pico product line. Built on the RP2040 silicon platform, it offers high performance and flexibility. It has a dual-core processor, large memory, and unique Programmable I/O subsystem.
The Pico W features 2.4GHz wireless LAN and Bluetooth 5.2, with an on-board antenna, and supports both station and access-point modes. It's designed for both C and MicroPython developers.
Equipped with 2MB of flash memory, a power supply chip for 1.8-5.5V input, and 26 GPIO pins (including three analogue inputs), the Pico W is suitable for a wide range of applications. It's available as individual units or 480-unit reels for automated assembly.
2 week course @ 1 hour per week
This course provides a comprehensive overview of robotics, starting with the basic definition and history, and progressing to the future prospects of the field. It delves into the anatomy and applications of robots, offering a detailed understanding of robotic systems. Teachers should focus on interactive learning, using real-world examples to illustrate concepts. Encourage students to think critically about the role of robots in society and the potential implications for the future. Hands-on activities, such as building simple robots or programming exercises, can enhance understanding and engagement.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
4 week course @ 1 hour per week
This course provides an engaging introduction to Microbits, a pocket-sized computer transforming digital skills learning. The initial module offers a comprehensive tutorial on Microbits, familiarizing students with its functionalities. The subsequent module delves into coding, with lessons designed around creating specific projects like 'Exactly 11', a number-based game, 'Higher or Lower Game', a probability game, and 'Microbit Pet', a virtual pet simulation. Teachers should encourage hands-on learning, promote problem-solving, and foster a collaborative environment. Prior knowledge of coding is not required, making this course suitable for beginners.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
4 week course @ 1 hour per week
"Shining Bright: Explorations with LEDs" is an engaging course designed to introduce students to the world of LEDs and their applications. The course is divided into two modules: 'Basics of RGB' and 'Luminous Learning'. In the first module, students will learn about RGB color mixing and experiment with microbit RGB LEDs. The second module focuses on creative applications, such as microbit LED strips, LED strip thermometers, and LED flags. Teachers should encourage hands-on learning, group collaboration, and problem-solving throughout the course. Prior experience with microbits is helpful but not required, as students will quickly grasp the concepts through interactive lessons.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
5 week course @ 1 hour per week
This course explores the exciting world of robotics, focusing on vehicle mastery. Teachers will guide students through the fundamentals of robot car construction and operation, starting with building a move motor sensor car and understanding its movements. The course then delves into advanced communication techniques, including straight line movement and tilt remote control operation. Teachers should encourage hands-on learning and problem-solving, ensuring students grasp both the theoretical and practical aspects of robotics. Prior knowledge of basic physics and mathematics would be beneficial for students.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The Move Motor Car is a versatile, programmable vehicle that is powered and controlled by the micro:bit, a pocket-sized computer.
This car has motorized wheels and a variety of sensors, allowing students to create and test different robotics and coding projects. By connecting a micro:bit to the car, students can use the MakeCode platform to program the vehicle's movements, speed, and responses to sensor inputs. This provides an engaging and hands-on way for students to learn about coding, robotics, and engineering concepts.
Whether it's navigating through a maze, following a line on the ground, or responding to obstacles, the Move Motor Sensor Car offers endless opportunities for creativity and problem-solving. Perfect for classroom activities, it allows students to explore STEM concepts in an interactive and enjoyable way.
8 week course @ 1 hour per week
This course delves into advanced applications of Microbit technology, with a focus on sensory exploration, game development, and communication. Teachers should guide students through hands-on projects like creating a Microbit compass, thermometer, step counter, and finder. In the game development module, students will learn how to create interactive games like 'Bop It' and 'Chase the Dot'. The final module explores communication, teaching students to send and receive radio messages. Teachers should encourage creativity, problem-solving, and collaboration throughout the course, reinforcing the practical applications of these skills in real-world technology and computing.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
4 week course @ 1 hour per week
This course explores the creative potential of LED technology in designing interactive, illuminated playgrounds. Teachers should encourage students to experiment and innovate with LED applications in the 'Illuminated Innovations' module. Lessons include 'Shooting Stars' and 'LED Stacking', where students will learn to create dynamic light displays. 'LED Strip Clapper' and 'LED Strip Precision Game' lessons will challenge students to integrate sound and precision elements into their designs. Emphasize hands-on learning, teamwork, and problem-solving to help students fully engage with the material and develop practical skills in advanced LED technology.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
6 week course @ 1 hour per week
This course explores the fundamentals of creating and programming autonomous vehicles. Teachers will guide students through modules on 'Autodrive Dynamics' and 'Vehicle Attachments', covering topics from basic autonomous vehicle principles to more complex concepts like car communication and distance sensors. Practical lessons include building a line-following car and attaching a move motor klaw. Teachers should ensure students grasp both the theoretical and practical aspects, fostering a hands-on learning environment. Prior knowledge of basic coding and robotics is beneficial. Encourage creativity and problem-solving as students navigate the exciting world of autonomous vehicle technology.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The Move Motor Car is a versatile, programmable vehicle that is powered and controlled by the micro:bit, a pocket-sized computer.
This car has motorized wheels and a variety of sensors, allowing students to create and test different robotics and coding projects. By connecting a micro:bit to the car, students can use the MakeCode platform to program the vehicle's movements, speed, and responses to sensor inputs. This provides an engaging and hands-on way for students to learn about coding, robotics, and engineering concepts.
Whether it's navigating through a maze, following a line on the ground, or responding to obstacles, the Move Motor Sensor Car offers endless opportunities for creativity and problem-solving. Perfect for classroom activities, it allows students to explore STEM concepts in an interactive and enjoyable way.
The Move Motor Klaw is a robotic accessory designed to be attached to motorized vehicles, like the Move Motor Robot Car.
This mechanical claw can be programmed to open and close, allowing it to pick up, hold, or move objects. By integrating it with a micro:bit and using the MakeCode platform, students can code the Klaw to perform specific actions, such as grabbing items or completing simple tasks. Ideal for classroom projects, the Move Motor Klaw offers students a hands-on way to explore robotics, engineering, and coding, enhancing their problem-solving and creative skills.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
6 week course @ 1 hour per week
In this course, students will explore the world of Raspberry Pi Pico, a versatile microcontroller. Teachers should begin with the 'Pico Basics' module, introducing students to the Pico and guiding them through setup and basic programming. The 'Web Programming' module delves into creating a PICO Web Server, building a Wifi Signal Strength Scanner, and developing an IoT Web-Controlled LED Light. Encourage students to experiment and apply their knowledge to real-life scenarios. Prior experience with Python programming is helpful, but not required. Emphasize hands-on learning and project-based activities for maximum engagement.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
You only need this if you are programming on an iPad.
An iPad/iPhone USB adapter, typically referred to as the "Lightning to USB Camera Adapter" or "Lightning to USB Adapter", is a dongle that plugs into the Lightning port of an iPad or an iPhone. The other end of the adapter provides a USB port. This enables the connection of USB devices like programmable micro-controllers, cameras, USB flash drives, and other peripherals to the iPad or iPhone.
The Raspberry Pi Pico W is a microcontroller with wireless capabilities, part of the affordable and versatile Pico product line. Built on the RP2040 silicon platform, it offers high performance and flexibility. It has a dual-core processor, large memory, and unique Programmable I/O subsystem.
The Pico W features 2.4GHz wireless LAN and Bluetooth 5.2, with an on-board antenna, and supports both station and access-point modes. It's designed for both C and MicroPython developers.
Equipped with 2MB of flash memory, a power supply chip for 1.8-5.5V input, and 26 GPIO pins (including three analogue inputs), the Pico W is suitable for a wide range of applications. It's available as individual units or 480-unit reels for automated assembly.
2 week course @ 1 hour per week
This course provides a comprehensive overview of robotics, starting with the basic definition and history, and progressing to the future prospects of the field. It delves into the anatomy and applications of robots, offering a detailed understanding of robotic systems. Teachers should focus on interactive learning, using real-world examples to illustrate concepts. Encourage students to think critically about the role of robots in society and the potential implications for the future. Hands-on activities, such as building simple robots or programming exercises, can enhance understanding and engagement.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
4 week course @ 1 hour per week
This course provides an engaging introduction to Microbits, a pocket-sized computer transforming digital skills learning. The initial module offers a comprehensive tutorial on Microbits, familiarizing students with its functionalities. The subsequent module delves into coding, with lessons designed around creating specific projects like 'Exactly 11', a number-based game, 'Higher or Lower Game', a probability game, and 'Microbit Pet', a virtual pet simulation. Teachers should encourage hands-on learning, promote problem-solving, and foster a collaborative environment. Prior knowledge of coding is not required, making this course suitable for beginners.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
6 week course @ 1 hour per week
In this course, students will explore the world of Raspberry Pi Pico, a versatile microcontroller. Teachers should begin with the 'Pico Basics' module, introducing students to the Pico and guiding them through setup and basic programming. The 'Web Programming' module delves into creating a PICO Web Server, building a Wifi Signal Strength Scanner, and developing an IoT Web-Controlled LED Light. Encourage students to experiment and apply their knowledge to real-life scenarios. Prior experience with Python programming is helpful, but not required. Emphasize hands-on learning and project-based activities for maximum engagement.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
You only need this if you are programming on an iPad.
An iPad/iPhone USB adapter, typically referred to as the "Lightning to USB Camera Adapter" or "Lightning to USB Adapter", is a dongle that plugs into the Lightning port of an iPad or an iPhone. The other end of the adapter provides a USB port. This enables the connection of USB devices like programmable micro-controllers, cameras, USB flash drives, and other peripherals to the iPad or iPhone.
The Raspberry Pi Pico W is a microcontroller with wireless capabilities, part of the affordable and versatile Pico product line. Built on the RP2040 silicon platform, it offers high performance and flexibility. It has a dual-core processor, large memory, and unique Programmable I/O subsystem.
The Pico W features 2.4GHz wireless LAN and Bluetooth 5.2, with an on-board antenna, and supports both station and access-point modes. It's designed for both C and MicroPython developers.
Equipped with 2MB of flash memory, a power supply chip for 1.8-5.5V input, and 26 GPIO pins (including three analogue inputs), the Pico W is suitable for a wide range of applications. It's available as individual units or 480-unit reels for automated assembly.
2 week course @ 1 hour per week
This course provides a comprehensive overview of robotics, starting with the basic definition and history, and progressing to the future prospects of the field. It delves into the anatomy and applications of robots, offering a detailed understanding of robotic systems. Teachers should focus on interactive learning, using real-world examples to illustrate concepts. Encourage students to think critically about the role of robots in society and the potential implications for the future. Hands-on activities, such as building simple robots or programming exercises, can enhance understanding and engagement.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
4 week course @ 1 hour per week
This course provides an engaging introduction to Microbits, a pocket-sized computer transforming digital skills learning. The initial module offers a comprehensive tutorial on Microbits, familiarizing students with its functionalities. The subsequent module delves into coding, with lessons designed around creating specific projects like 'Exactly 11', a number-based game, 'Higher or Lower Game', a probability game, and 'Microbit Pet', a virtual pet simulation. Teachers should encourage hands-on learning, promote problem-solving, and foster a collaborative environment. Prior knowledge of coding is not required, making this course suitable for beginners.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
6 week course @ 1 hour per week
In this course, students will explore the world of Raspberry Pi Pico, a versatile microcontroller. Teachers should begin with the 'Pico Basics' module, introducing students to the Pico and guiding them through setup and basic programming. The 'Web Programming' module delves into creating a PICO Web Server, building a Wifi Signal Strength Scanner, and developing an IoT Web-Controlled LED Light. Encourage students to experiment and apply their knowledge to real-life scenarios. Prior experience with Python programming is helpful, but not required. Emphasize hands-on learning and project-based activities for maximum engagement.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
You only need this if you are programming on an iPad.
An iPad/iPhone USB adapter, typically referred to as the "Lightning to USB Camera Adapter" or "Lightning to USB Adapter", is a dongle that plugs into the Lightning port of an iPad or an iPhone. The other end of the adapter provides a USB port. This enables the connection of USB devices like programmable micro-controllers, cameras, USB flash drives, and other peripherals to the iPad or iPhone.
The Raspberry Pi Pico W is a microcontroller with wireless capabilities, part of the affordable and versatile Pico product line. Built on the RP2040 silicon platform, it offers high performance and flexibility. It has a dual-core processor, large memory, and unique Programmable I/O subsystem.
The Pico W features 2.4GHz wireless LAN and Bluetooth 5.2, with an on-board antenna, and supports both station and access-point modes. It's designed for both C and MicroPython developers.
Equipped with 2MB of flash memory, a power supply chip for 1.8-5.5V input, and 26 GPIO pins (including three analogue inputs), the Pico W is suitable for a wide range of applications. It's available as individual units or 480-unit reels for automated assembly.
9 week course @ 1 hour per week
Teaching Robotics is a comprehensive course designed to equip educators with the knowledge and skills to introduce robotics to their students. The course begins with an introduction to robotics and programming, followed by an exploration of microprocessors, including hands-on experience with Microbits. Teachers will then delve into motors, servos, sensors, and inputs, learning how to program and integrate them into robotic projects. The course concludes with practical tutorials on various robotic kits and engaging project ideas, such as a line-following car and an automated plant-watering system. Tips for teaching: Encourage hands-on learning, promote problem-solving, and foster collaboration among students.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The Prong soil moisture sensor for BBC micro:bit is a sensor board that can be directly mounted to a BBC micro:bit to monitor the moisture present in soil. The two conductive tines are placed into the soil. Any water or moisture in the soil will conduct to give an analogue voltage that can be read by the BBC micro:bit.
The Prong is powered from the 3V supply of the BBC micro:bit. Use either the USB or JST connector on the BBC micro:bit to power the circuit.
The board has been designed so that the BBC micro:bit can be bolted on using 3 x M3 nuts and 3 x M3 screws. Place the screws through the P1, 3V and GND holes of the PCB and BBC micro:bit, then use the M3 nuts to fasten together on the back of BBC micro:bit. Alternatively croc-clips can be used to connect between the Prong and the BBC micro:bit.
The Move Motor Car is a versatile, programmable vehicle that is powered and controlled by the micro:bit, a pocket-sized computer.
This car has motorized wheels and a variety of sensors, allowing students to create and test different robotics and coding projects. By connecting a micro:bit to the car, students can use the MakeCode platform to program the vehicle's movements, speed, and responses to sensor inputs. This provides an engaging and hands-on way for students to learn about coding, robotics, and engineering concepts.
Whether it's navigating through a maze, following a line on the ground, or responding to obstacles, the Move Motor Sensor Car offers endless opportunities for creativity and problem-solving. Perfect for classroom activities, it allows students to explore STEM concepts in an interactive and enjoyable way.
2 week course @ 1 hour per week
This course provides a comprehensive introduction to the world of digital art, starting with its definition and significance. Teachers should encourage students to explore their creativity in the 'Create a character' lesson. The second module delves into essential hardware and software tools, where practical demonstrations would be beneficial. In the 'Create a background' lesson, teachers should guide students to integrate their character into a fitting environment. The course is designed to be interactive and hands-on, so active participation and experimentation should be encouraged for a better understanding of digital art.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course provides an overview of the fundamentals of animation, starting with the basics of creating animations and understanding the role of frames and keyframes. It then delves into character creation and animation. The second module focuses on storytelling through animation, teaching students how to create storyboards, translate them into animations, and animate a scene. Teachers should encourage creativity and experimentation, while ensuring students grasp the technical aspects. The course is hands-on, so regular practice is crucial for students to master the skills. Teachers should provide constructive feedback to help students improve their work.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course provides a comprehensive introduction to the world of animation, starting with the basics and progressing to more advanced techniques. Teachers should encourage students to explore their creativity while teaching the technical skills needed to create animations. The course begins with an overview of animation, followed by practical lessons on creating animations and storyboarding. The second module focuses on character animation, including design and movement. The final module delves into advanced techniques, such as timing, spacing, and integrating effects. Teachers should emphasize the importance of practice and experimentation in mastering these skills.
4 week course @ 1 hour per week
This course explores the exciting world of Virtual Reality (VR), starting with an introduction to VR and moving on to practical applications like Google Cardboard and panoramic photos. Teachers should encourage students to immerse themselves in various VR worlds and try out VR games to fully understand the technology. Emphasize on the experiential learning aspect, encouraging students to learn by doing. The course is designed to be interactive and engaging, so teachers should facilitate discussions and encourage students to share their experiences and thoughts on VR.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Cardboard VR headset is a simple, affordable virtual reality (VR) device made from cardboard. It uses a smartphone as the display and offers a basic introduction to VR experiences.
Users can insert their smartphone into the headset and view 360-degree content or VR applications. Suitable for classroom use, the Google Cardboard provides a way for students to explore immersive environments, learn about VR technology, and experience educational content in a novel and engaging way. It's a low-cost, accessible tool for introducing students to the world of virtual reality.
6 week course @ 1 hour per week
This introductory course explores the world of digital art, focusing on software navigation, basic drawing techniques, and color theory. Teachers should familiarize themselves with various digital art software and tools, as the first module provides an overview and basic navigation guide. The second module delves into drawing, teaching students about different brushes, tools, and shape creation. Encourage students to experiment with different strokes and effects. The final module introduces color theory and its application in digital art. Teachers should emphasize the importance of color selection and its impact on the overall artwork.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course provides a comprehensive introduction to the world of digital art, starting with its definition and significance. Teachers should encourage students to explore their creativity in the 'Create a character' lesson. The second module delves into essential hardware and software tools, where practical demonstrations would be beneficial. In the 'Create a background' lesson, teachers should guide students to integrate their character into a fitting environment. The course is designed to be interactive and hands-on, so active participation and experimentation should be encouraged for a better understanding of digital art.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course provides an overview of the fundamentals of animation, starting with the basics of creating animations and understanding the role of frames and keyframes. It then delves into character creation and animation. The second module focuses on storytelling through animation, teaching students how to create storyboards, translate them into animations, and animate a scene. Teachers should encourage creativity and experimentation, while ensuring students grasp the technical aspects. The course is hands-on, so regular practice is crucial for students to master the skills. Teachers should provide constructive feedback to help students improve their work.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
4 week course @ 1 hour per week
This course explores the exciting world of Virtual Reality (VR), starting with an introduction to VR and moving on to practical applications like Google Cardboard and panoramic photos. Teachers should encourage students to immerse themselves in various VR worlds and try out VR games to fully understand the technology. Emphasize on the experiential learning aspect, encouraging students to learn by doing. The course is designed to be interactive and engaging, so teachers should facilitate discussions and encourage students to share their experiences and thoughts on VR.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Cardboard VR headset is a simple, affordable virtual reality (VR) device made from cardboard. It uses a smartphone as the display and offers a basic introduction to VR experiences.
Users can insert their smartphone into the headset and view 360-degree content or VR applications. Suitable for classroom use, the Google Cardboard provides a way for students to explore immersive environments, learn about VR technology, and experience educational content in a novel and engaging way. It's a low-cost, accessible tool for introducing students to the world of virtual reality.
6 week course @ 1 hour per week
This introductory course explores the world of digital art, focusing on software navigation, basic drawing techniques, and color theory. Teachers should familiarize themselves with various digital art software and tools, as the first module provides an overview and basic navigation guide. The second module delves into drawing, teaching students about different brushes, tools, and shape creation. Encourage students to experiment with different strokes and effects. The final module introduces color theory and its application in digital art. Teachers should emphasize the importance of color selection and its impact on the overall artwork.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course provides a comprehensive introduction to the world of digital art, starting with its definition and significance. Teachers should encourage students to explore their creativity in the 'Create a character' lesson. The second module delves into essential hardware and software tools, where practical demonstrations would be beneficial. In the 'Create a background' lesson, teachers should guide students to integrate their character into a fitting environment. The course is designed to be interactive and hands-on, so active participation and experimentation should be encouraged for a better understanding of digital art.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course provides an overview of the fundamentals of animation, starting with the basics of creating animations and understanding the role of frames and keyframes. It then delves into character creation and animation. The second module focuses on storytelling through animation, teaching students how to create storyboards, translate them into animations, and animate a scene. Teachers should encourage creativity and experimentation, while ensuring students grasp the technical aspects. The course is hands-on, so regular practice is crucial for students to master the skills. Teachers should provide constructive feedback to help students improve their work.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
4 week course @ 1 hour per week
This course explores the exciting world of Virtual Reality (VR), starting with an introduction to VR and moving on to practical applications like Google Cardboard and panoramic photos. Teachers should encourage students to immerse themselves in various VR worlds and try out VR games to fully understand the technology. Emphasize on the experiential learning aspect, encouraging students to learn by doing. The course is designed to be interactive and engaging, so teachers should facilitate discussions and encourage students to share their experiences and thoughts on VR.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Cardboard VR headset is a simple, affordable virtual reality (VR) device made from cardboard. It uses a smartphone as the display and offers a basic introduction to VR experiences.
Users can insert their smartphone into the headset and view 360-degree content or VR applications. Suitable for classroom use, the Google Cardboard provides a way for students to explore immersive environments, learn about VR technology, and experience educational content in a novel and engaging way. It's a low-cost, accessible tool for introducing students to the world of virtual reality.
6 week course @ 1 hour per week
This introductory course explores the world of digital art, focusing on software navigation, basic drawing techniques, and color theory. Teachers should familiarize themselves with various digital art software and tools, as the first module provides an overview and basic navigation guide. The second module delves into drawing, teaching students about different brushes, tools, and shape creation. Encourage students to experiment with different strokes and effects. The final module introduces color theory and its application in digital art. Teachers should emphasize the importance of color selection and its impact on the overall artwork.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course delves into advanced digital artistry techniques, exploring complex illustrations, layering, blending, and experimentation with various styles. Teachers should encourage students to push their creative boundaries in thematic explorations, focusing on nature and space themes. The course also emphasizes artwork management and optimization, covering different file formats, exporting for various purposes, and best practices for storage and organization. Tips for teaching include providing real-life examples, offering constructive feedback, and fostering a collaborative learning environment to inspire students to create unique and captivating digital art.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course provides a comprehensive introduction to the world of digital art, starting with its definition and significance. Teachers should encourage students to explore their creativity in the 'Create a character' lesson. The second module delves into essential hardware and software tools, where practical demonstrations would be beneficial. In the 'Create a background' lesson, teachers should guide students to integrate their character into a fitting environment. The course is designed to be interactive and hands-on, so active participation and experimentation should be encouraged for a better understanding of digital art.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course provides an overview of the fundamentals of animation, starting with the basics of creating animations and understanding the role of frames and keyframes. It then delves into character creation and animation. The second module focuses on storytelling through animation, teaching students how to create storyboards, translate them into animations, and animate a scene. Teachers should encourage creativity and experimentation, while ensuring students grasp the technical aspects. The course is hands-on, so regular practice is crucial for students to master the skills. Teachers should provide constructive feedback to help students improve their work.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
4 week course @ 1 hour per week
This course explores the exciting world of Virtual Reality (VR), starting with an introduction to VR and moving on to practical applications like Google Cardboard and panoramic photos. Teachers should encourage students to immerse themselves in various VR worlds and try out VR games to fully understand the technology. Emphasize on the experiential learning aspect, encouraging students to learn by doing. The course is designed to be interactive and engaging, so teachers should facilitate discussions and encourage students to share their experiences and thoughts on VR.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Cardboard VR headset is a simple, affordable virtual reality (VR) device made from cardboard. It uses a smartphone as the display and offers a basic introduction to VR experiences.
Users can insert their smartphone into the headset and view 360-degree content or VR applications. Suitable for classroom use, the Google Cardboard provides a way for students to explore immersive environments, learn about VR technology, and experience educational content in a novel and engaging way. It's a low-cost, accessible tool for introducing students to the world of virtual reality.
6 week course @ 1 hour per week
This introductory course explores the world of digital art, focusing on software navigation, basic drawing techniques, and color theory. Teachers should familiarize themselves with various digital art software and tools, as the first module provides an overview and basic navigation guide. The second module delves into drawing, teaching students about different brushes, tools, and shape creation. Encourage students to experiment with different strokes and effects. The final module introduces color theory and its application in digital art. Teachers should emphasize the importance of color selection and its impact on the overall artwork.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course delves into advanced digital artistry techniques, exploring complex illustrations, layering, blending, and experimentation with various styles. Teachers should encourage students to push their creative boundaries in thematic explorations, focusing on nature and space themes. The course also emphasizes artwork management and optimization, covering different file formats, exporting for various purposes, and best practices for storage and organization. Tips for teaching include providing real-life examples, offering constructive feedback, and fostering a collaborative learning environment to inspire students to create unique and captivating digital art.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course provides a comprehensive introduction to the world of digital art, starting with its definition and significance. Teachers should encourage students to explore their creativity in the 'Create a character' lesson. The second module delves into essential hardware and software tools, where practical demonstrations would be beneficial. In the 'Create a background' lesson, teachers should guide students to integrate their character into a fitting environment. The course is designed to be interactive and hands-on, so active participation and experimentation should be encouraged for a better understanding of digital art.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course provides an overview of the fundamentals of animation, starting with the basics of creating animations and understanding the role of frames and keyframes. It then delves into character creation and animation. The second module focuses on storytelling through animation, teaching students how to create storyboards, translate them into animations, and animate a scene. Teachers should encourage creativity and experimentation, while ensuring students grasp the technical aspects. The course is hands-on, so regular practice is crucial for students to master the skills. Teachers should provide constructive feedback to help students improve their work.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
4 week course @ 1 hour per week
This course explores the exciting world of Virtual Reality (VR), starting with an introduction to VR and moving on to practical applications like Google Cardboard and panoramic photos. Teachers should encourage students to immerse themselves in various VR worlds and try out VR games to fully understand the technology. Emphasize on the experiential learning aspect, encouraging students to learn by doing. The course is designed to be interactive and engaging, so teachers should facilitate discussions and encourage students to share their experiences and thoughts on VR.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Cardboard VR headset is a simple, affordable virtual reality (VR) device made from cardboard. It uses a smartphone as the display and offers a basic introduction to VR experiences.
Users can insert their smartphone into the headset and view 360-degree content or VR applications. Suitable for classroom use, the Google Cardboard provides a way for students to explore immersive environments, learn about VR technology, and experience educational content in a novel and engaging way. It's a low-cost, accessible tool for introducing students to the world of virtual reality.
6 week course @ 1 hour per week
This introductory course explores the world of digital art, focusing on software navigation, basic drawing techniques, and color theory. Teachers should familiarize themselves with various digital art software and tools, as the first module provides an overview and basic navigation guide. The second module delves into drawing, teaching students about different brushes, tools, and shape creation. Encourage students to experiment with different strokes and effects. The final module introduces color theory and its application in digital art. Teachers should emphasize the importance of color selection and its impact on the overall artwork.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course delves into advanced digital artistry techniques, exploring complex illustrations, layering, blending, and experimentation with various styles. Teachers should encourage students to push their creative boundaries in thematic explorations, focusing on nature and space themes. The course also emphasizes artwork management and optimization, covering different file formats, exporting for various purposes, and best practices for storage and organization. Tips for teaching include providing real-life examples, offering constructive feedback, and fostering a collaborative learning environment to inspire students to create unique and captivating digital art.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course provides a comprehensive introduction to the world of digital art, starting with its definition and significance. Teachers should encourage students to explore their creativity in the 'Create a character' lesson. The second module delves into essential hardware and software tools, where practical demonstrations would be beneficial. In the 'Create a background' lesson, teachers should guide students to integrate their character into a fitting environment. The course is designed to be interactive and hands-on, so active participation and experimentation should be encouraged for a better understanding of digital art.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course provides an overview of the fundamentals of animation, starting with the basics of creating animations and understanding the role of frames and keyframes. It then delves into character creation and animation. The second module focuses on storytelling through animation, teaching students how to create storyboards, translate them into animations, and animate a scene. Teachers should encourage creativity and experimentation, while ensuring students grasp the technical aspects. The course is hands-on, so regular practice is crucial for students to master the skills. Teachers should provide constructive feedback to help students improve their work.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
6 week course @ 1 hour per week
This introductory course explores the world of digital art, focusing on software navigation, basic drawing techniques, and color theory. Teachers should familiarize themselves with various digital art software and tools, as the first module provides an overview and basic navigation guide. The second module delves into drawing, teaching students about different brushes, tools, and shape creation. Encourage students to experiment with different strokes and effects. The final module introduces color theory and its application in digital art. Teachers should emphasize the importance of color selection and its impact on the overall artwork.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
8 week course @ 1 hour per week
This course delves into advanced digital artistry techniques, exploring complex illustrations, layering, blending, and experimentation with various styles. Teachers should encourage students to push their creative boundaries in thematic explorations, focusing on nature and space themes. The course also emphasizes artwork management and optimization, covering different file formats, exporting for various purposes, and best practices for storage and organization. Tips for teaching include providing real-life examples, offering constructive feedback, and fostering a collaborative learning environment to inspire students to create unique and captivating digital art.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
7 week course @ 1 hour per week
This course delves into the fascinating world of artificial intelligence (AI) and its applications in art, music, and communication. Teachers will guide students through the process of creating AI art and music, starting with an introduction to the concepts and leading up to the creation process. The course also explores AI chatbots, teaching students how to interact with, design, and program them. Teachers should encourage creativity and critical thinking, while ensuring students grasp the technical aspects. Prior knowledge of AI is not required, but a basic understanding of computer programming will be beneficial.
12 week course @ 1 hour per week
This course explores the intersection of artificial intelligence (AI) and gaming, enabling students to create their own AI-driven games. The first module, 'Pixel Pals', introduces AI in gaming, explores AI characters, and guides students in designing and programming their own AI characters. 'Gameplay Mechanics' delves into game mechanics, AI and player interactions, and the design and programming of AI-driven game mechanics. The final module, 'Game Development Project', takes students through planning, developing, finalizing, and testing their own AI game. Teachers should encourage creativity, problem-solving, and hands-on learning throughout the course.
11 week course @ 1 hour per week
This course guides students through the intricate process of data modeling, starting from basic concepts to more complex applications. Teachers should emphasize the importance of understanding data types and structures before diving into creating data models. The course progresses to more advanced topics like data normalization, handling outliers, and building complex models. Teachers should encourage hands-on practice, particularly in the final module where students apply their knowledge in machine learning and AI. The project-based approach will help students to understand not just the theoretical aspects, but also the practical applications of data modeling.
7 week course @ 1 hour per week
This course delves into the world of Artificial Intelligence (AI), focusing on training and utilizing AI models. Teachers will guide students through AI model explorations, introducing them to various AI models and their applications. In the AI Model Playground module, students will create image and pose models, and apply them in Scratch AI projects, such as the Rock, Paper, Scissors game and Pose Space game. The course culminates with a student project, where learners craft their own AI project. Teachers should encourage creativity and problem-solving, while providing support and guidance throughout the learning process.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
6 week course @ 1 hour per week
This course delves into the world of Artificial Intelligence (AI), focusing on innovation and creation. Teachers should encourage students to explore AI advancements and study real-world case studies of AI innovators. Facilitate brainstorming sessions for AI project ideas and guide students in project planning. The second module emphasizes hands-on experience in building, testing, and refining an AI model. Encourage critical thinking and problem-solving skills during this process. Finally, students will present their AI projects, fostering their public speaking and presentation skills. The course concludes with a project showcase, celebrating students' creativity and hard work.
11 week course @ 1 hour per week
This course explores the intersection of Artificial Intelligence (AI) with fashion, entertainment, and business. Teachers should emphasize real-world applications and hands-on projects, such as creating AI for personal styling, music composition, and targeted advertising. The course will delve into how AI is shaping fashion trends, movie recommendations, and customer support. Encourage students to think critically about the ethical implications and potential future of AI in these sectors. Prior experience with AI or computer science is beneficial but not required. The course is designed to be accessible and engaging for all students, regardless of their technical background.
9 week course @ 1 hour per week
This course provides a comprehensive overview of artificial intelligence (AI), its comparison with human intelligence, and its applications in daily life and various industries. Teachers should focus on practical examples and real-world applications to make the content relatable. The second module delves into AI development, introducing Google's Teachable Machine, AI chatbot creation, and AI's use in art and gaming. Encourage hands-on projects for better understanding. The final module explores the future of AI, discussing recent innovations, ethical considerations, potential career paths, and necessary skills for AI engineers. Teachers should stimulate critical thinking about AI's future implications.
7 week course @ 1 hour per week
This course delves into the world of Artificial Intelligence (AI), focusing on training and utilizing AI models. Teachers will guide students through AI model explorations, introducing them to various AI models and their applications. In the AI Model Playground module, students will create image and pose models, and apply them in Scratch AI projects, such as the Rock, Paper, Scissors game and Pose Space game. The course culminates with a student project, where learners craft their own AI project. Teachers should encourage creativity and problem-solving, while providing support and guidance throughout the learning process.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
7 week course @ 1 hour per week
This course delves into the intersection of artificial intelligence (AI) and meteorology, exploring how AI can be utilized to predict weather patterns and extreme weather events. Teachers should focus on imparting a clear understanding of weather patterns, the role of AI in weather forecasting, and the process of building, testing, and improving predictive models. The course is divided into two modules: 'Weather Wizards' and 'Storm Chasers', each with its own set of lessons. Practical, hands-on activities are encouraged to enhance learning and comprehension. Prior knowledge of basic AI principles will be beneficial for students.
7 week course @ 1 hour per week
This course delves into the application of Artificial Intelligence (AI) in the healthcare sector. It begins with the 'Digital Doctor' module, where educators should focus on explaining AI's role in medical diagnosis and treatment, followed by practical lessons on building diagnostic AI and designing AI treatment plans. The second module, 'AI in Healthcare Management', explores AI's impact on hospital management and patient care. Teachers should guide students in creating their own AI for hospital management and patient care. Emphasize hands-on learning and real-world applications to ensure students grasp the potential of AI in revolutionizing healthcare.
6 week course @ 1 hour per week
This course delves into the application of Artificial Intelligence in strategic decision-making. It begins with the exploration of AI in chess, teaching students to comprehend and construct an AI chess player. The course then transitions into the business realm, highlighting the role of AI in business strategy and guiding students to build their own business strategy AI. Lastly, it examines the use of AI in war strategy, providing insights into its development and application. Teachers should encourage critical thinking and hands-on experience, ensuring students not only understand the theory but can also apply it practically.
7 week course @ 1 hour per week
This course delves into the world of Artificial Intelligence (AI), focusing on training and utilizing AI models. Teachers will guide students through AI model explorations, introducing them to various AI models and their applications. In the AI Model Playground module, students will create image and pose models, and apply them in Scratch AI projects, such as the Rock, Paper, Scissors game and Pose Space game. The course culminates with a student project, where learners craft their own AI project. Teachers should encourage creativity and problem-solving, while providing support and guidance throughout the learning process.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
12 week course @ 1 hour per week
This course explores the pervasive presence of Artificial Intelligence (AI) in our daily lives, its creative applications, and the underlying principles that drive it. Teachers should encourage students to identify AI in everyday objects, smartphones, online shopping, and entertainment. The course also delves into the creative aspect of AI, demonstrating how it can be used to create art, make music, solve puzzles, and predict outcomes. The final module focuses on the technical and ethical aspects of AI, introducing machine learning, neural networks, the societal impact of AI, and ethical considerations. Teachers should emphasize critical thinking and ethical decision-making throughout the course.
8 week course @ 1 hour per week
This course explores the intersection of art and artificial intelligence, teaching students how to utilize AI tools to create unique artworks. Teachers should emphasize hands-on learning, guiding students through the use of Google's Teachable Machine and TensorFlow for creating visual and musical pieces. The course culminates in an AI Art Exhibition, where students will plan, set up, and open their own display. Encourage creativity and innovation, while also ensuring students understand the underlying technology. Prior knowledge of AI is not required, but a basic understanding of digital art tools will be beneficial.
7 week course @ 1 hour per week
This course explores the intricacies of Artificial Intelligence (AI), its algorithms, and machine learning. It provides an in-depth understanding of AI science, enabling teachers to unravel the complexities of AI algorithms and their application in machine learning. The course also offers practical insights into creating, training, and improving AI projects. Teachers are advised to incorporate hands-on activities to enhance learning. The final module delves into the societal implications of AI, discussing ethics, its role in our lives, and future prospects. Teachers should encourage debates and discussions to foster critical thinking about AI's societal impact.
7 week course @ 1 hour per week
This course delves into the world of Artificial Intelligence (AI), focusing on training and utilizing AI models. Teachers will guide students through AI model explorations, introducing them to various AI models and their applications. In the AI Model Playground module, students will create image and pose models, and apply them in Scratch AI projects, such as the Rock, Paper, Scissors game and Pose Space game. The course culminates with a student project, where learners craft their own AI project. Teachers should encourage creativity and problem-solving, while providing support and guidance throughout the learning process.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
6 week course @ 1 hour per week
This course explores the ethical implications of Artificial Intelligence (AI), focusing on its impact on everyday life and society. Teachers should encourage students to critically analyze the ethical dilemmas posed by AI, such as privacy concerns and data protection. The course also delves into the issue of AI bias, its societal implications, and strategies to combat it. A key aspect to emphasize is the responsibility and accountability when AI goes wrong. Lastly, the complex relationship between AI and law is examined. Teachers should facilitate discussions and debates to foster a comprehensive understanding of these complex issues.
9 week course @ 1 hour per week
This course explores the intersection of Artificial Intelligence (AI) and societal impact, with a focus on leveraging AI for social good and understanding its ethical implications. Teachers should encourage critical thinking about AI's role in society and its potential biases, using real-world case studies for context. The course also introduces Google's Teachable Machine, providing hands-on experience in building an AI model. Teachers should emphasize the ethical considerations in AI development and use, fostering a responsible approach to AI advocacy. Prior knowledge of AI is not required, but a willingness to engage with complex issues is essential.
6 week course @ 1 hour per week
This course delves into the philosophical implications of Artificial Intelligence (AI), exploring how AI intersects with concepts such as cognition, ethics, privacy, and employment. It encourages students to question and debate the potential and limitations of AI. The first module, 'The Thoughtful Machine', examines the capacity of machines to think and the ethical implications of AI. The second module, 'The Philosophical AI', explores the philosophical dimensions of AI, including questions of free will, identity, and the future of AI. Teachers should encourage critical thinking and foster an environment of open discussion and debate.
9 week course @ 1 hour per week
This course explores the intersection of artificial intelligence (AI) and economics, providing an in-depth understanding of how AI can be used to model and predict economic trends. Teachers should focus on the practical applications of AI in economics, such as stock market predictions and policy analysis, to make the subject more relatable to students. The course also delves into the societal implications of AI, including its impact on job markets and economic inequality. The final module is project-based, allowing students to apply their knowledge by designing, implementing, and presenting their own AI economic model. Teachers should encourage creativity and critical thinking during this module.
8 week course @ 1 hour per week
This course delves into the history and impact of Artificial Intelligence (AI), starting with its inception and leading figures, to its current applications in everyday life, equality issues, and healthcare. Teachers should encourage students to critically analyze the ethical implications of AI. The second half of the course focuses on the practical aspects of AI, exploring its role in decision making, innovation, and system building. Teachers should emphasize hands-on learning, culminating in a final AI project. Prior knowledge of basic computer science principles will be beneficial for students.
7 week course @ 1 hour per week
This course explores the intersection of artificial intelligence (AI) and civic life, focusing on its role in governance and societal issues. Teachers should encourage students to critically analyze the use of AI in public services and decision-making processes. Practical projects will allow students to design AI solutions for public service and simulate AI decision-making. The course also delves into AI's potential in addressing social issues, with students proposing AI solutions for real-world problems. Ethical considerations in AI are also explored, with students evaluating these in real-life scenarios. Teachers should emphasize critical thinking, creativity, and ethical reasoning throughout.
9 week course @ 1 hour per week
This course delves into the future of artificial intelligence (AI) across various domains, from space exploration to societal impact. Teachers should encourage students to critically analyze AI's role in advanced fields like space telescopes, satellite imaging, space probes, quantum computing, nanotechnology, and biotechnology. The second part of the course focuses on AI's influence on society, covering smart cities, urban planning, public safety, job market trends, skill requirements, and career planning. Teachers should emphasize the ethical implications and potential challenges of AI integration in these areas, fostering a comprehensive understanding of AI's future landscape.
12 week course @ 1 hour per week
This course delves into the theoretical aspects of Artificial Intelligence (AI), exploring concepts like neural networks, deep learning, AI algorithms, and decision trees. Teachers should aim to demystify these complex topics, using real-world examples where possible. The course also examines the practical applications of AI in everyday life, business, science, and research, providing a comprehensive overview of the subject. Ethical considerations and the future of work in relation to AI are also discussed. Teachers should encourage critical thinking about these issues, fostering a future-oriented perspective on AI and its societal implications.
7 week course @ 1 hour per week
This course delves into the innovative world of Artificial Intelligence (AI), exploring its applications in daily tasks, arts, governance, and the job market. Teachers should encourage students to critically analyze current AI trends and predict future developments. The course also introduces TensorFlow, a key tool for AI programming. Students will get hands-on experience by building their own AI project, which they will present at the end of the course. Teachers should foster a collaborative learning environment and guide students in their project creation, ensuring they understand the ethical implications and potential impact of AI on society.
2 week course @ 1 hour per week
This course provides a comprehensive overview of the Internet and various devices, aiming to equip students with fundamental knowledge of digital technology. The first module delves into the concept and workings of the Internet, while the second module explores different types of devices. Teachers should ensure students understand the basics before moving onto more complex topics. Interactive activities and real-world examples can be beneficial for enhancing learning. Encourage students to share their experiences and thoughts to foster a collaborative learning environment. Prior knowledge of technology is not required, making it suitable for all levels.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course focuses on the critical aspects of online safety, emphasizing the importance of personal information and privacy, and password protection. Teachers should encourage students to understand the value of their personal information and the potential risks of sharing it online. The course also explores password strength, highlighting the dangers of sharing passwords. Interactive activities and real-life scenarios can be used to engage students and reinforce learning. Teachers should stress the importance of these practices not just in the digital world, but also as a part of their daily life.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course explores the concept of a digital footprint, its creation, and the implications of online behavior. Teachers should emphasize the permanence of online actions and the potential consequences. The first module focuses on defining a digital footprint and the processes that contribute to its formation. The second module delves into the importance of mindful online interactions, highlighting the need to consider potential outcomes before posting. Interactive activities and real-life examples will aid in understanding. Teachers should promote open discussions to encourage students to share experiences and learn from each other.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course aims to educate teachers on the various types of online threats, including viruses and malware, and how to identify suspicious links. It provides practical strategies for maintaining safety online and outlines steps to take when encountering potential threats. Teachers are encouraged to use real-life examples to illustrate these threats and their potential impact. Interactive activities and discussions can be used to reinforce learning. The course is designed to empower teachers with the knowledge and skills to guide their students in navigating the digital world safely.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course provides a comprehensive overview of the Internet and various devices, aiming to equip students with fundamental knowledge of digital technology. The first module delves into the concept and workings of the Internet, while the second module explores different types of devices. Teachers should ensure students understand the basics before moving onto more complex topics. Interactive activities and real-world examples can be beneficial for enhancing learning. Encourage students to share their experiences and thoughts to foster a collaborative learning environment. Prior knowledge of technology is not required, making it suitable for all levels.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course focuses on the critical aspects of online safety, emphasizing the importance of personal information and privacy, and password protection. Teachers should encourage students to understand the value of their personal information and the potential risks of sharing it online. The course also explores password strength, highlighting the dangers of sharing passwords. Interactive activities and real-life scenarios can be used to engage students and reinforce learning. Teachers should stress the importance of these practices not just in the digital world, but also as a part of their daily life.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course explores the concept of a digital footprint, its creation, and the implications of online behavior. Teachers should emphasize the permanence of online actions and the potential consequences. The first module focuses on defining a digital footprint and the processes that contribute to its formation. The second module delves into the importance of mindful online interactions, highlighting the need to consider potential outcomes before posting. Interactive activities and real-life examples will aid in understanding. Teachers should promote open discussions to encourage students to share experiences and learn from each other.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course aims to educate teachers on the various types of online threats, including viruses and malware, and how to identify suspicious links. It provides practical strategies for maintaining safety online and outlines steps to take when encountering potential threats. Teachers are encouraged to use real-life examples to illustrate these threats and their potential impact. Interactive activities and discussions can be used to reinforce learning. The course is designed to empower teachers with the knowledge and skills to guide their students in navigating the digital world safely.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course provides a comprehensive overview of the Internet and various devices, aiming to equip students with fundamental knowledge of digital technology. The first module delves into the concept and workings of the Internet, while the second module explores different types of devices. Teachers should ensure students understand the basics before moving onto more complex topics. Interactive activities and real-world examples can be beneficial for enhancing learning. Encourage students to share their experiences and thoughts to foster a collaborative learning environment. Prior knowledge of technology is not required, making it suitable for all levels.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course focuses on the critical aspects of online safety, emphasizing the importance of personal information and privacy, and password protection. Teachers should encourage students to understand the value of their personal information and the potential risks of sharing it online. The course also explores password strength, highlighting the dangers of sharing passwords. Interactive activities and real-life scenarios can be used to engage students and reinforce learning. Teachers should stress the importance of these practices not just in the digital world, but also as a part of their daily life.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course explores the concept of a digital footprint, its creation, and the implications of online behavior. Teachers should emphasize the permanence of online actions and the potential consequences. The first module focuses on defining a digital footprint and the processes that contribute to its formation. The second module delves into the importance of mindful online interactions, highlighting the need to consider potential outcomes before posting. Interactive activities and real-life examples will aid in understanding. Teachers should promote open discussions to encourage students to share experiences and learn from each other.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course aims to educate teachers on the various types of online threats, including viruses and malware, and how to identify suspicious links. It provides practical strategies for maintaining safety online and outlines steps to take when encountering potential threats. Teachers are encouraged to use real-life examples to illustrate these threats and their potential impact. Interactive activities and discussions can be used to reinforce learning. The course is designed to empower teachers with the knowledge and skills to guide their students in navigating the digital world safely.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course provides a comprehensive overview of the Internet and various devices, aiming to equip students with fundamental knowledge of digital technology. The first module delves into the concept and workings of the Internet, while the second module explores different types of devices. Teachers should ensure students understand the basics before moving onto more complex topics. Interactive activities and real-world examples can be beneficial for enhancing learning. Encourage students to share their experiences and thoughts to foster a collaborative learning environment. Prior knowledge of technology is not required, making it suitable for all levels.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course focuses on the critical aspects of online safety, emphasizing the importance of personal information and privacy, and password protection. Teachers should encourage students to understand the value of their personal information and the potential risks of sharing it online. The course also explores password strength, highlighting the dangers of sharing passwords. Interactive activities and real-life scenarios can be used to engage students and reinforce learning. Teachers should stress the importance of these practices not just in the digital world, but also as a part of their daily life.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course explores the concept of a digital footprint, its creation, and the implications of online behavior. Teachers should emphasize the permanence of online actions and the potential consequences. The first module focuses on defining a digital footprint and the processes that contribute to its formation. The second module delves into the importance of mindful online interactions, highlighting the need to consider potential outcomes before posting. Interactive activities and real-life examples will aid in understanding. Teachers should promote open discussions to encourage students to share experiences and learn from each other.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course aims to educate teachers on the various types of online threats, including viruses and malware, and how to identify suspicious links. It provides practical strategies for maintaining safety online and outlines steps to take when encountering potential threats. Teachers are encouraged to use real-life examples to illustrate these threats and their potential impact. Interactive activities and discussions can be used to reinforce learning. The course is designed to empower teachers with the knowledge and skills to guide their students in navigating the digital world safely.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course provides a comprehensive overview of the Internet and various devices, aiming to equip students with fundamental knowledge of digital technology. The first module delves into the concept and workings of the Internet, while the second module explores different types of devices. Teachers should ensure students understand the basics before moving onto more complex topics. Interactive activities and real-world examples can be beneficial for enhancing learning. Encourage students to share their experiences and thoughts to foster a collaborative learning environment. Prior knowledge of technology is not required, making it suitable for all levels.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course focuses on the critical aspects of online safety, emphasizing the importance of personal information and privacy, and password protection. Teachers should encourage students to understand the value of their personal information and the potential risks of sharing it online. The course also explores password strength, highlighting the dangers of sharing passwords. Interactive activities and real-life scenarios can be used to engage students and reinforce learning. Teachers should stress the importance of these practices not just in the digital world, but also as a part of their daily life.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course explores the concept of a digital footprint, its creation, and the implications of online behavior. Teachers should emphasize the permanence of online actions and the potential consequences. The first module focuses on defining a digital footprint and the processes that contribute to its formation. The second module delves into the importance of mindful online interactions, highlighting the need to consider potential outcomes before posting. Interactive activities and real-life examples will aid in understanding. Teachers should promote open discussions to encourage students to share experiences and learn from each other.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course aims to educate teachers on the various types of online threats, including viruses and malware, and how to identify suspicious links. It provides practical strategies for maintaining safety online and outlines steps to take when encountering potential threats. Teachers are encouraged to use real-life examples to illustrate these threats and their potential impact. Interactive activities and discussions can be used to reinforce learning. The course is designed to empower teachers with the knowledge and skills to guide their students in navigating the digital world safely.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course provides a comprehensive overview of the Internet and various devices, aiming to equip students with fundamental knowledge of digital technology. The first module delves into the concept and workings of the Internet, while the second module explores different types of devices. Teachers should ensure students understand the basics before moving onto more complex topics. Interactive activities and real-world examples can be beneficial for enhancing learning. Encourage students to share their experiences and thoughts to foster a collaborative learning environment. Prior knowledge of technology is not required, making it suitable for all levels.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course focuses on the critical aspects of online safety, emphasizing the importance of personal information and privacy, and password protection. Teachers should encourage students to understand the value of their personal information and the potential risks of sharing it online. The course also explores password strength, highlighting the dangers of sharing passwords. Interactive activities and real-life scenarios can be used to engage students and reinforce learning. Teachers should stress the importance of these practices not just in the digital world, but also as a part of their daily life.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course explores the concept of a digital footprint, its creation, and the implications of online behavior. Teachers should emphasize the permanence of online actions and the potential consequences. The first module focuses on defining a digital footprint and the processes that contribute to its formation. The second module delves into the importance of mindful online interactions, highlighting the need to consider potential outcomes before posting. Interactive activities and real-life examples will aid in understanding. Teachers should promote open discussions to encourage students to share experiences and learn from each other.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
2 week course @ 1 hour per week
This course aims to educate teachers on the various types of online threats, including viruses and malware, and how to identify suspicious links. It provides practical strategies for maintaining safety online and outlines steps to take when encountering potential threats. Teachers are encouraged to use real-life examples to illustrate these threats and their potential impact. Interactive activities and discussions can be used to reinforce learning. The course is designed to empower teachers with the knowledge and skills to guide their students in navigating the digital world safely.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
Barry Gleeson
Gort National School
Nodlaig Lowe
Prosperous National School
Awards Earned
Learning Points
Projects Completed
Projects Shared
Each student gets their own username, avatar and rank! As they progress through the lessons they earn rewards and level up their coding rank 👩🔬👨🔬
Start as a Rookie and work all the way to a Chief Scientist
Students earn awards as they progress which encourages them to work through the lessons.
These awards are recommended for students aged less than 12.
These awards are recommended for students aged 12 and older.
Students receive a certificate from Coding Ireland acknoledging their achievement.
Coding Ireland run both "in school" and "online" school events that bring the latest in Coding & STEM into your classroom.
Program and race autonomous cars around a track. Which team will set the fastest lap?
Learn what coding is and how we can use it to creates games and different projects.
Use coding to create an arcade game that students can play on handheld computers.
Learn about robotics and program robots to play a football game against an artificial intelligence program.
Students learn how to program a microbit computer to make a LED strip do different things such as show different colours and effects and create shooting stars when they clap.
Here's what's happening right now in Irish schools & libraries.
# | Coder | Points |
---|---|---|
1 |
CKing
Home School
|
1365 |
2 |
coding25
Newbridge Library
|
815 |
3 |
TerryO
Templeogue College
|
480 |
4 |
AKing
Home School
|
355 |
5 |
100iqiq
Dublin Fingal Libraries
|
265 |
# | Scshool | Points |
---|---|---|
1 |
Home School Monaghan |
1720 |
2 |
St Brigids NS Dublin |
980 |
3 |
Newbridge Library Kildare |
880 |
4 |
Central Senior Mxd N S Dublin |
655 |
5 |
Dublin Fingal Libraries Dublin Fingal |
490 |
Based on points scored 18 Jun to 25 Jun.