
Educational Robotics: Gamifying the Classroom
"Educational Robotics: Gamifying the Classroom" is a transformative course designed to bring the power of robotics and gamification into your educational practices. This dynamic experience blends these innovative technologies to make your classroom engaging, interactive, and highly effective.
Description
Whether you're a seasoned educator or new to teaching, this course equips you with the tools and strategies to captivate your students, foster creativity, problem-solving, and a love for learning. Join us in this journey to create an exciting, immersive, and collaborative learning space where students thrive.
Dr. Jane Doe, a renowned education technologist, emphasizes, "Using robotics and games in the classroom is not just a luxury; it's a necessity in today's educational landscape. We are preparing students for a future where these skills will be invaluable, and it starts in the classroom."
This quote underscores the critical importance of integrating robotics and gamification in education, highlighting their role in preparing students for the future and developing essential skills in problem-solving, creativity, and critical thinking.
Learning objectives
The skills acquired by the participants during the course can be used to:
- Foster the use of programmes to create stories, games and activities in an intuitive manner.
- Access to a new network of teachers across Europe inspires new ideas, teaching methods and problem solving.
- Make more engaging and motivating activities for students.
- Pulse the real state of the knowledge students have acquired.
- Be more effective as teachers, by spending more time on students rather than bureaucracy.
- Offer students more support on ICT.
- Introduce students with programming language basics.
- Improve their electronic design and layout skills.
- Acquire new competences on audio and video edition.
Methodology & assessment
Therefore, the course has a very practical approach. Each of the participants will have the possibility of creating a game of their own so as to practise Scratch and App Inventor features and be able to pass this knowledge on to their students. Participants will be briefly introduced with a theoretical overview, combined with practice, on programming without code by means of using blocks.
Participants will get a critical overview of the different kind of tools that might be used regarding the learning objectives in each context; they will be able to choose the best tools according to the educational circumstances.
Materials, digital tools & other learning resources
This course equips participants to teach programming, improve digital skills, and develop innovative teaching methods. They’ll use tools like App Inventor to create apps, stimulate logical thinking, and introduce IT through games. Participants gain critical insights into tech tools for diverse educational contexts and learn no-code programming with blocks. Materials include programming guides, digital tools, and activity templates.
Certification details
The participants will receive a certificate of attendance at the end of the course including their full name, project information, duration of the course (25 hours) and location of the course, according to the Erasmus+ standards.
Pricing, packages and other information
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Price:400Euro
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Course package content:
The course fee includes 5 day of training, training materials and certificates, learning agreements and europass, pre-arrival and on-site assistance, and coffee corner. It is possible to request a budget for extra services like Accommodation, Airport transfers and cultural activities and trips.
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Additional information:Description of the services and activities included in the course package (such as accommodation, meals, transport) or available at extra cost.
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Cancellation & changes:
If the participant cancels the course more than 30 days before the course commences, all fees will be refunded.
If the participant cancels the course between 30 and 7 days before the course starts, they will be refunded in a form of a voucher to be used for the future courses delivered within 12 months.
The course is non-refundable If the participant cancels 7 days before the course start date but it is possible to postpone the dates.
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Additional information:The options and conditions for change and cancellation, and the policy in case of unforeseen circumstances (force majeure).
Additional information
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Language:English
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Target audience ISCED:Primary education (ISCED 1)Lower secondary education (ISCED 2)Upper secondary education (ISCED 3)
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Target audience type:TeacherICT CoordinatorTeacher Educator
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Learning time:25 hours or more