Educational Robotics: Gamifying the Classroom

Description

Educational Robotics: Gamifying the Classroom is a practical and engaging course designed to help educators use robotics, coding and game-based learning to develop students’ creativity, problem-solving, collaboration and computational thinking.

Rather than using technology simply for practice or entertainment, the course explores how robotics can become a powerful learning tool that encourages students to experiment, design, test, make mistakes and find solutions. Through hands-on challenges and gamified activities, participants will discover ways to transform the classroom into an active learning environment where students learn by doing.

The course introduces practical approaches for integrating educational robotics into different subjects and age groups, while developing skills such as logical thinking, teamwork, communication, creativity and perseverance.

By the end of the course, participants will have practical ideas and activities for using robotics and gamification to create more motivating, collaborative and problem-solving-focused learning experiences.

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Educational Robotics: Gamifying the Classroom  training course photo

By completing this course, participants will be able to:

  • Acquire new competences that enable them to improve their students’ knowledge and skills.
  • Introduce their students programming languages and the digital era.
  • Develop new teaching methods and programming tools to improve their teaching and their students’learning.
  • Improve their digital competences and skills.
  • Generate new job expectations among their students.
  • Stimulate logical thinking and introduce basic knowledge on IT programming through video games and mobile phone apps.
  • Create interactive their own Smartphone app with App Inventor.
  • Get a general overview on how to use technology for teaching/learning.
  • Get a critical view of the different tools they can use depending on the learning objectives – they will be able to choose the best tools according to different educational contexts.
  • Get a practical introduction to programming without code by using blocks.

The methodology used is “learning by doing”, a hands-on approach based on research activities.

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.

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.

NEXT COURSES

Our Pricing

100% funded by the Erasmus+

person

Services included

  • Pre-arrival information.
  • Tuition & training materials.
  • Admin & organizational costs.
  • Documentation support.
  • Coffee break.

    *Please check our Terms & Conditions for details of the items included in the Coffee Corner.

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