Jõhvi Gümnaasium Estonia Mobility

According to the Centre for European Policy Studies (CEPS), Estonia ranks first in Europe in digital readiness for lifelong learning

(http://www.baltic-course.com/eng2/good_for_business/ doc=153041&fbclid=IwAR0H3IPDaiH0ObJrtku0JaI0PFi_teFhMSLtBFI46zZXTOXS9XJLYrnT1MI).

Teaching programming is fun and educational. So this LTT not only learn how to teach another person, but it also give the teacher a chance to be in the students’ shoes. Participants learnt to understand how others think about a problem and realize that there are many different ways to perceive the same problem.They learnt how to describe problems in ways that the students will enjoy thinking about.

Through competitions, workshops, presentations and their interaction with each other, the students have naturally discussed among themselves what logic can

Help the car to get out of the maze in the most efficient way. And they’ve found it great that the car learns and executes its algorithm right away.

The most important thing is that the students really enjoy it, since it is real and tangible.

Day 1)

–  Bell-ringer activities that inspire students and trigger thinking and discussion as warm up activities.

– Pre test.

– Traditional games workshop

– Introduction of current subjects class activity plans integrated within Ardunio or robotic coding

– Introducction to the competition: ROBOTEX INTERNATIONAL( http://robotex.international).

Day 2)

– Building the Arduino-based autonomous car ( or similar).Each student will have sample code that make the cars move and detect obstacles.Then,they will build

a maze and give a prize to the student who can make the car get out of the maze first.

Day 3)

– Introduction of STEAM based teaching learning activities

– Integration of STEAM into class activities

– STEAM based robotic coding workshops of several different lessons(Maths,Science,History,English,Art,Technology etc.)

Day 4)

– Participation in ROBOTEX COMPETITION, when we will observe the good practices for the development of the schools within educational workshops.

Day 5)

-The presentation of STEAM based robotic coding projects by the students

-The pesentation of class activities based on STEAM

-Post-test evaluation,certification


-Introduction,creating a problem,collecting data to solve the problem,quantitive and qualitive data analysis,dissertation,a project to solve it,empirical study,testing design solutions under a range of conditions.

-Expected results are generating and comparing possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.