We offer a number of one-day, low-cost workshops focusing on integrating technology in the classroom using the Bridge21 methodology.
Sign up is easy and participants who take three or more workshops will receive a Certificate of Participation at the end of the year.
- Digital Media Literacy and the B21 methodology
- Problem Solving in the 21st Century (Computational Thinking)
- Introduction to Programming through Animation (Scratch 1)
- Introduction to Programming through Game Design (Scratch 2)
- Exploring Computer Systems (Raspberry Pi)
- Advanced Programming with Python
- Contextual Mathematics
- Information Literacy Through Contextualized Inquiry
Digital Media Literacy and the Bridge21 Methodology
This workshop immerses participants in the experiential, activity-based Bridge21 learning model, developing teachers’ ability to use digital technology, communication tools, and the internet creatively and innovatively. It develops technical skills (audio recording and video and graphic media production) and explores popular topics (online safety, information evaluation and copyright and intellectual property).
Problem Solving in the 21st Century (Computational Thinking)
At the heart of all computer programming is the ability to “think like a computer”. Through activities, teachers explore how to develop students’ 21st century thinking skills, including problem solving, data visualisation, modelling real world problems and developing algorithms, almost all without using computers.
Introduction to Programming through Animation (Scratch 1)
Scratch is a popular visual programming language developed by MIT. Using a simple drag-and-drop, block-based interface, to develop animations this workshop is delivered through the Bridge21 model, all while developing an understanding of many computational concepts such as initialisation, variables, loops and events
Intermediate Programming through Game Design (Scratch 2)
This workshop builds on the Scratch 1 workshop, and is centred on designing a multi-level game using Scratch. It will also explore the latest technologies that can be used to control the games developed in Scratch such as: Kinect, Leap and Makey Makey – (see https://sites.google.com/a/bridge21.ie/cs-stem/game-controllers). Participation in Scratch 1, or prior Scratch experience is a prerequisite.
Exploring Computer Systems (Raspberry Pi)
The Raspberry Pi is a small, programmable computer with a set of interfaces allowing it to control other devices. Delivered through the Bridge21 model, the workshop explores computers systems and how we can use them to interact with the world around us.
Advanced Programming with Python
With its simple syntax, powerful features and flexible applications, python programming language is widely used as an introduction to coding. Delivered using the Bridge21 model, this workshop focuses on an introduction to the Python language by developing mathematical algorithms to solve problems.
Delivered through the Bridge21 model and grounded in a view of mathematics as a problem-solving activity in which students construct knowledge by solving real world problems, this workshop introduces technology-mediated, maths learning activities including ‘Probability and Plinko’, ‘The Pond Filling Activity’ and ‘The Human Catapult’.
Information Literacy through Contextualised Inquiry
This workshop will encourage students to reflect upon and develop their information literacy skills through engaging in a piece of inquiry based learning. They will develop skills in finding and assessing information while also reflecting on their own information seeking behaviours. The process of developing information literacy skills has been shown to dovetail effectively with inquiry based learning and some of this workshop will look at good practices in inquiry design. As part of the workshop students will be required to devise and deliver an inquiry based lesson to develop their students information literacy skills based in their own teaching discipline.