Using Technology to Help Marine Environment through Harbourers of the Sea eTwinning Project

From Sunday, October 16, 2022 12:00 AM
to Friday, November 25, 2022 12:00 AM

St. Benedict College, Secondary School, Kirkop

Open in-person activity

English

St. Benedict College, Secondary School, Kirkop

This activity is part of an eTwinning Project called Harbourers of The Sea. We want our students to:

- reflect about the positive impacts of technology as regards to marine environment

- enhance collaborative and communicative skills

- learn about coding, AI, AR and VR, how these can help the enviornment

- think about different apps/devices that they would create to help the environment

    Secondary school
    Internet of things and wearable computing Augmented reality Motivation and awareness raising

Nearby upcoming activities:

Computational Thinking in Sequence order
Mon, Oct 14, 2024 9:25 AM

ICT lesson Year 1 & 2:

Creating a story from the images shown - moving from one image to another.
We will use the Photon Robot - Photon Joystick (using just arrows) and Photo Draw (block code).

Goals for activities (Year 1 & Year 2):

  • to improve robot controlling skills
  • to improve attention span
  • to improve visual memory
  • to improve eye-hand coordination
  • to develop logical thinking skills

 

Introducing Sprites and Events
Mon, Oct 14, 2024 9:30 AM

ICT primary - Year 3

 

Students create their own game using sprites and events (in block code mode).  We will use basic scratch for this activity from the https://studio.code.org/.   Goals for activities (Year 3):

  • to improve programming skills
  • to improve logical thinking
  • to improve ability to create a sequence of events
  • to learn about sprites
  • to learn about events
Events, Effect blocks and introducing Repeat forever Loop
Mon, Oct 14, 2024 9:35 AM

ICT Primary year 4

Students create their own game by using different events, effect blocks and loops. We will use basic scratch for this activity from the https://studio.code.org/.   Goals for activities (Year 4):

  • to improve programming skills
  • to improve logical thinking
  • to improve ability to create a sequence of events
  • to learn about events
  • to learn about repeat forever loop
  • to learn about behaviour and effect blocks