to Wednesday, October 12, 2022 5:30 PM
Shkolla "Skënder Libohova"
Open in-person activity
English
Lushnjë, Rrethi i Lushnjës, Fier, ALB
First students classify objects as either "fish" or "not fish" to attempt to remove trash from the ocean. Then, students will need to expand their training data set to include other sea creatures that belong in the water. In the second part of the activity, students will choose their own labels to apply to images of randomly generated fish. This training data is used for a machine learning model that should then be able to label new images on its own.
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Primary school
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Basic programming concepts
Art and creativity
Visual/Block programming
Artificial intelligence
Motivation and awareness raising
Longitude: 19.705
Latitude: 40.94194
Geoposition: 40.941940000000045,19.70500000000004
Nearby upcoming activities:

Programimi në Scratch.
Do te organizohet nje konkurs midis nxenesve pasi jane realizuar disa ore mesimi mbi perdorimin e Scratch.

Teacher trainning
Ky trajnim do realizohet ne rrjetin profesional Matematike-Fizike
Jane 30 mesues qe do marrin pjese ne trajnim dhe do realizojne me pas aktivitetet me nxenesit neper shkollat e tyre

Approaching the sustainable development through the exploitation of STEAM education, playful coding and artificial intelligence activities
The present project focuses on the approachment of the sustainable development and the cultivation of 21st century skills: life skills, soft skills and technology/science skills, through the utilization of educational robotics, basic programming concepts and STEAM education activities by preschool children, school age and higher education students.
Based on the activity theory and the belief that learning is the result of interaction, the specific concern of this project is the expansion of the learning environment outside the classroom. According this “openness” of the school, is applied a formal, informal and non-formal type of education, in which the natural, social and cultural environment is utilized as a primary source of knowledge.
During the implementation phase are applied playful coding activities, art and creativity, 3D printing, augmented reality, artificial intelligence, promoting diversity activities.
In this context, parents are implicated in the action planning, implementation and evaluation of activities while the pedagogical role of teacher is one of facilitator and participative.