Computational thinking

 Following Instructions Year 2/3

Students are learning to break down problems, create a set of instructions or steps, trial it and then check for mistakes both digitally and ‘unplugged’

The Pukeko Team have been on treasure hunts, bear hunts and finding their way around the school. Then they used the Bee bots buttons on the back to programme the robot to go forward, back, left or right and turn 90 degrees, testing their skills and practice debugging.

 

STEAM time in Kiwi Whanau

WINGS – Wonder, Innovate, Nurture, Grow and Succeed.  We want our students to become curious about the world around them and feel empowered to change it for the better.

Today in our new entrant classes we had a big focus on hands on learning, problem solving, working with others, and fine motor skills.

The students were able to feel safe to express innovative and creative ideas, using a variety of materials and solutions. They were able to take ownership over their learning and choose what they wanted to work on and with.  They are developing an understanding of the ways that science, maths, the arts, and technology work together

3D Printing

Making Cookie Cutters / key rings /name tags.

Using Tinkercad to create. When we had finished making the cookie cutters we tried them out and got to eat our yummy cookies.

Vector EPro8 Challenge

The EPro8 Challenge is a competition, an engineering and problem solving race.  Every year over 10,000 students from 900 schools from throughout New Zealand take part.

Teams compete to:

  • build large sized structures
  • solve practical problems
  • engineer using pulleys, motors, gears, wheels and axles
  • invent machines that can complete simple tasks
  • undertake unusual and fun experiments.
  • construct basic electronic circuits.
  • solve interesting problems using practical maths

Each team of four will be based at a workstation containing an impressive assortment of easy to use parts and equipment. The 3 hour event begins with a tutorial on the equipment teams will be using.

Teams will then be given a booklet containing a number of challenges. All the challenges are of an entertaining physical nature.

Teams will choose which challenges they wish to undertake. The harder the challenge, the more points it is worth. There is not enough time to finish all the challenges – so strategy is required to know which ones to go for.

When teams have completed a challenge they push the “Big Red Button”. They will be judged and the points will be added to the live leaderboard.

Heats will be held throughout New Zealand. The top teams from each heat qualify for the regional semifinals and a regional grand final. The winning team will be crowned the region’s EPro8 Challenge Champion.

 

STEAM exchange with Ningbo students.

 STEAM – Tiny Homes
This was a great opportunity for students on both sides to experience a five-session
STEAM deep learning class to engage in higher order thinking.

Two challenges for students:
1. Arts & Maths (AM) challenge,

2. Science, Technology & Engineering (STE) challenge. In these challenges, students will work in groups to remodel and further improve their initial design plans to fulfill more advanced criteria.

Ultimately, students were able to enhance their problem-solving and critical
thinking skills, as well as gaining a better cross-cultural understanding through this collaborative learning experience.

Coding

Five reasons to teach coding
  1. Coding is a tool to improve educational equity.
  2. Coding offers inclusion.
  3. Coding can improve neuroplasticity.
  4. Coding improves Science, Technology, Engineering and Mathematics (STEM) proficiencies.
  5. Coding is an important and necessary future-focused literacy.

Huerta, Edutopia

Beebot Learning

We use BeeBots to

  • Introduce sequencing and control
  • Developing positional and directional language
  • Programming sequences and repetitions
  • Understand algorithms
  • Design, write and debug programs
  • Detect and correct errors in programs
  • Supports development of fine motor skills
  • Bee-Bot are used across the curriculum for engaging learning.