to Friday, November 5, 2021 5:00 PM
Agrupamento de Escolas Venda do Pinheiro
Invite-only in-person activity
Portuguese
Venda do Pinheiro, Mafra, Lisboa, PRT
As part of the Sustainability: A Future for All Erasmus project training meet in Portugal, participants will attend a series of workshops on coding, robotics and 3D printing, focused on the role of technology to address climate change challenges.
Our project is called: “Sustainability: learn, change, live – A future for everyone”. The watchword is “SUSTAINABILITY”, the imperative is “TRANSFORM OUR WORLD BY EDUCATING THE YOUTH” and the change cannot fail to pass through school.
We will focus on the Goals of the Agenda 2030 inspired by the document “WHAT YOU CAN DO!”. We want to give European relevance to the topic and benefit by exchanging good practices, training for active citizenship. This path is intended to incorporate pedagogical guidelines regarding common aspects of our cultures, the plurality of languages, social integration to promote inclusion.
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Teachers
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Robotics
Art and creativity
Visual/Block programming
3D printing
Nearby upcoming activities:
Artificial Intelligence (AI) in Medicine 2025
The "Artificial Intelligence (AI) in Medicine" conference, scheduled for August 18-19, 2025, in the beautiful city of Lisbon, Portugal, is poised to be a leading international event in the field of AI-driven healthcare innovation. This conference will bring together top researchers, clinicians, industry leaders, and policymakers from around the world to explore the transformative impact of AI on medicine and healthcare.
UBBU Mentes Digit@is / @ulaDigital
Projeto que tem como objetivo principal desenvolver o pensamento computacional dos alunos através de linguagens de programação baseadas em blocos (Scratch e ubbu). Promove o pensamento crítico e a literacia digital, capacitando os alunos para a utilização criativa e responsável das tecnologias digitais. Incentiva a cidadania digital segura, através de práticas como a criação de palavras-passe seguras e o respeito pelos direitos de privacidade e autor. Além disso, o projeto estimula a criatividade com a produção de artefactos digitais e utiliza a metodologia STEAM (Ciência, Tecnologia, Engenharia, Artes e Matemática) para resolver problemas reais de forma colaborativa e interdisciplinar.
Programação em Scratch- jogo "limpa os oceanos"
Os alunos do 2º Ciclo e os que frequentam o clube da ciência da computação, estão a realizar um jogo em scratch, cujo objetivo é limpar os oceanos.