Robotics
Drones
In Year 4, the students learning about flying drones. It is a stimulating and engaging way to introduce them to technology, engineering, and problem-solving skills. Drones offer a hands-on learning experience that captures students' imaginations and curiosity. By using drones in the classroom, students can learn about the principles of flight, the mechanics of drone operation, coding and the importance of safety and responsibility while piloting. Lessons have been designed to teach students how to control drones using remote controllers or apps, using coding to create 2 and 3 Dimensional shapes in the air, and even perform simple tasks or challenges. This process fosters creativity and critical thinking and encourages teamwork and collaboration as students work together to complete tasks.
Micro:bits
Using Microbits in Technology lessons for Year 4 students offers an engaging and hands-on way to introduce the basics of programming and electronics. These tiny programmable computers allow students to experiment with creating simple code that can control sensors, lights, and even small robots. By using a visual programming language like Microsoft's MakeCode, students can easily drag and drop blocks to build their programs, making coding accessible and fun. This hands-on experience encourages problem-solving, critical thinking, and creativity as students design projects that range from simple games to more complex interactive devices. Integrating Microbits into the curriculum helps demystify technology and fosters a sense of confidence and curiosity about how things work in the digital world, preparing students for more advanced technology challenges in the future.
Virtual Reality (VR) and Augmented Reality (AR)
In Year 3 the students learn about Virtual Reality (VR) and Augmented Reality (AR) offers a dynamic and immersive way to engage them in learning. VR and AR technologies provide students with interactive experiences that can bring abstract concepts to life, allowing them to explore new environments, historical events, or scientific phenomena in a more tangible way. For instance, VR can transport students to ancient civilizations or the depths of the ocean, while AR can overlay digital information onto the real world, enhancing their understanding of subjects like geography or biology. By integrating VR and AR into the classroom, students can develop critical thinking and problem-solving skills as they interact with these innovative tools. Additionally, these technologies encourage creativity and collaboration, as students can work together to create their own VR or AR content, such as virtual tours or interactive storytelling projects. Teaching about VR and AR in Year 3 not only enhances digital literacy but also inspires students to think beyond traditional learning methods, preparing them for a future where technology is increasingly intertwined with everyday life.
Mbots
Year 3 students learn about the mBot 2. The mBot robotic vehicle is a fantastic way to introduce them to robotics, coding, and STEM concepts. The mBot 2 is a user-friendly educational robot designed to make learning about programming and robotics accessible and enjoyable for young learners. With its intuitive block-based coding platform, students can quickly grasp the basics of coding by dragging and dropping code blocks to create programs that control the mBot 2's movements and actions. Through hands-on activities, students can explore various challenges, such as navigating mazes, avoiding obstacles, or following lines, which helps to develop their problem-solving and critical-thinking skills. Learning with the mBot 2 fosters creativity, encourages collaboration, and promotes perseverance as students work together to troubleshoot and refine their designs. Introducing the mBot 2 in Year 3 not only cultivates an early interest in technology and engineering but also prepares students for a world where coding and robotics are increasingly integral to everyday life.
Lego Spike
Teaching Year 5 students about LEGO Spike presents a fantastic opportunity to blend creativity, engineering, and programming in an engaging way. LEGO Spike is an educational kit that combines colourful LEGO building elements with a user-friendly coding platform, making it perfect for introducing students to robotics and computer science. With LEGO Spike, students can build various robots and machines, bringing them to life with motors and sensors. The block-based coding language, which is intuitive and visually appealing, allows students to program their creations to perform specific tasks, such as moving, sensing the environment, and reacting to stimuli. This hands-on experience helps students develop essential skills like problem-solving, critical thinking, and teamwork as they work collaboratively on projects and solve challenges.