The main objective of this training was to work with vector graphics programs and Windows applications. We use these programs to learn about graphic design,
animation, 3D design, LOGOS creation, …
Additionally, 21st Education is focused on creating the next generation of STEAM programs while supporting the needs of teachers and students throughout the educational journey. As secondary schools, our goal is to use Arduino in innovative programs for cross-curricular studies.
1. LITHUANIAN SOUVENIRS WORKSHOP. Warm-up activities, Action Bound games, Kahoot, Quizlet, etc. Students learned how to create a Lithuanian souvenir using
vector graphics program. The souvenir design engraved and cut out with a laser engraver. (Part I – Computer creation, Part II – Souvenir manufacturing and decoration).
Application of the pre-test to teachers.
2. ROBOTICS SOLUTIONS IN REAL LIFE. Students learned how to speed up and automate tedious everyday processes with programmable Arduino.
control S. Students had the opportunity to choose or invent processes to automate (automatic lighting control, prototypes of glasses, indoor irrigation).
system).
3. ESCAPE ROOM. A team of STEAM students participated in a puzzle game, finding clues and reaching the goal.
4. WINDOWS C# APPLICATION DEVELOPMENT WORKSHOP. Students learned how to create easy-to-use Windows applications for learning math, physics,
technology and more.
5. FROM IDEA TO PRODUCT! Teams of STEAM students and teachers created mini-projects as a concept to turn it into an actual product or prototype. The post-test,evaluati
Planning for the next mobility and review of the activity calendar. Certification.
Ardunio robotic coding kits were used in this LTT. With these sets, electronic circuits were installed and coded into blocks.
Results achieved were: better understanding of robotic coding and coding language.