Eucraft&Gbpe Crafts&ICT week in San joao de Madeira

From Sunday, November 28, 2021 9:00 AM
to Saturday, December 4, 2021 12:30 PM

Escola Serafim Leite & IES Playamar

Open in-person activity


Rua de Manuel Luís da Costa 54, 3700-179, São João da Madeira, Aveiro, PRT

This event is part of two erasmus projects ( ) where several activities have been programmed for this days mixing Innovation & New technologies( Java, 3d design&print, arduino ....) applied to traditional crafts such us traditional hats industry, crafted pencils , ceramics and others. 

    Secondary school Higher Education
    Basic programming concepts Robotics Art and creativity

Nearby upcoming activities:

Program an LED Light Show
Mon, Oct 17, 2022 9:00 AM

Students will learn the basics of using the Tinkercad Circuits interface to build a simple battery-powered LED circuit. Next, they will learn how to connect an Arduino to the circuit and program it to blink the LEDs. Finally, they will apply what they learned to make their own LED light show. Students will also learn some best practices for building circuits, and how to debug and troubleshoot their circuits and code. The estimated duration is provided for each part of lesson, giving you the flexibility to adjust as needed. This lesson requires no previous experience with circuits or programming.

Animation Movies
Tue, Nov 8, 2022 2:30 PM

Students will be given a challenge about animation. For one month (8 sessions), students will investigate character types, locomotion, movement and scenaries and produce different kind of outputs.

This activity can be adapted to different teaching modalities: online (with everyone connecting from a different laptop), face to face (in a traditional setting with educator and students are in the same place) or hybrid (with some students joining online and some from the classroom.

- Training, through gamification, the researched contents.
- Develop a product, in order to help students to evolve from passive consumers to digital creators;
- Use the principles of Gamification because reinforces learning by providing accessible steps to achieve a goal.

Materials required:
Paper, pencil, mobile phone.
Apps that use Artificial Intelligence (sketchdemolab, Zepeto)
Apps that use Augmented Reality (Zepeto, 3DBear, ARLoopa)

Steps do take and Content of the activity

The student will draw a character on a piece of paper and photograph it using a mobile phone. The teacher will indicate a tool ( where the student will upload the photo and proceed to study the movement of their character, selecting the desired movement.
The students will investigate the 3D caracters, using and developing Augmented Reality (using Zepeto, por example).
Afterwards, the student will make a storyboard and produce a short video in the form of Stopmotion, using the application Stopmotion Studio.
Finally, the students will share the product on the school website, so that it is accessible to everyone.

Formative Assessment:
I will assess the Skills and competencies developed by students: Critical thinking; Problem-solving skills; Self motivation; innovation, creativity and collaboration

Mon, Oct 31, 2022 8:30 AM

In a first step, they do unplugged activities, making a sheet with an image coding grid to fill in individually, which is necessary for the next step. The second stage is a three-dimensional group work with several tasks spread over small groups. On a cardboard plate, glue white plastic cups in the spaces corresponding to the pixels and, following the already coded grid, fill the cups with paper balls of the respective color. Finally, in the last step of the activity, they move to the plugged activity using Pixilart, to create movement of the image.