The 2-week course has been created for teachers interested in learning how to build a basic app of their own, whilst also gaining an introduction to coding and robotics with an Arduino.
Participants will discover the process of designing an app using intuitive, uncomplicated software, making it easy to understand the logic behind the code and allowing them to learn progressively from simple levels to more complex stages. The tool will aid teachers in sharing with their students the rewarding adventure of designing apps with educational purposes, making lessons more motivating, appealing and adapted to the needs of the 21st century. Along the way the apps will help teachers stimulate various skills in their students such as creativity, entrepreneurship and a developed interest in the set school tasks in general.
As teachers pass on their knowledge to their students, they will acquire the basic tools to move from a standard passive use of app software to the designing of it, learning the elements and fundamental logic of software creation, and becoming active developers!
In the Arduino part of the course, participants will understand the value and importance of learning a coding language, through an introduction to Arduino software. The software is user-friendly, innovative and easy to understand, making it an enjoyable way to start learning more about electronics and robotics. Participants will gain the knowledge required to be able to write a simple program in C++ with GNU Compiler, and transform a physical input into a digital input and analyze it. Throughout the course participants will work to create their own complete Arduino project, from the beginning to the end.
SUGGESTED COMPUTER PROFICIENCY: ADVANCED
The course will help the participants to:
- Understand the benefits of using ICTs at school to engage students throughout their learning process
- Acquire specific modular visual programming skills delivered through content units
- Be aware of the possible problems that an App could solve, and how to apply it in an educational setting, integrating the use of Apps in your lessons
- Learn how to use MIT App Inventor platform at a proficiency level, discovering its possibilities and future application
- Acquire a proficiency level to design different type of Apps from a simple to a more complex level, using the tools offered by MIT App Inventor
- Learn about C++ language and understand its basic concepts
- Understand the function of electronic sensors and components and learn to build your own led circuit.
Day 1 – Course introduction & intro to apps
- Introduction to the course, the school, and the external week activities.
- Icebreaker activities using drama for trust and ensemble building.
- Identification of needs and goals for each participant and relevant populations.
Intro to apps
- What is an App? What’s the purpose of creating Apps? Which sort of problems do they help to solve? Introduction to programming: basic principles, programming language and understanding programming logic.
- Presentations of the participants’ schools.
Day 2 – Introduction to MIT App Inventor
Getting familiar with MIT App Inventor Interface; Introduction to the type of platforms that participants of the course will be able to design by the end of the course; Initiation tutorials to evaluate MIT App Inventor potentiality; Introduction to MIT App Inventor Emulator; Introduction to MIT App Inventor designing tools. Tutorial and practical activity: Designing an app (LEVEL 1)
Day 3 – Tutorial and practical activity
Designing an app (LEVEL 2); Tutorial and practical activity: Designing an app (LEVEL 3); Tutorial and practical activity: Designing an app (LEVEL 4); Evaluation of participants’ learning progress; Round-up: questions and doubts solving session.
Day 4 – Looking at examples
Presentation of an App example designed using MIT App Inventor tools. MIT App Inventor tool evaluation and question answering session. Hands-on-work (free-building): activity in which students will put into practice all the knowledge acquired in previous days to design their own App using MIT App Inventor tools. Participants will be also invited to follow other tutorials to learn more about other MIT App Inventor tools.
Day 5 – Sharing and feedback
Participants present in class the sort of App they have designed in the previous session. Troubleshooting and feedback providing by classmates and teacher trainer. Introduction to other App designing platforms: MobinCube. Course evaluation, certificates and closing ceremony.
Day 6 – Round up & cultural activities
- Round up of acquired competences, feedback, and discussion.
- Excursion and other external cultural activities.
Day 7 – Rest day
Day 8 – Introduction and presentation of the course
Presenting the schools where the participants come from. First steps into C++. Where is C++ used, what are the main difference with other coding languages. Coding and education.
Day 9 – Download…and learn
- Download and installation of Gnu++ compiler. Download and installation of the Arduino IDE.
- Learn basic of C++ coding through the creation of a simple geometry program.
Day 10 – Write your first C++ program
- Explore the kit you have in front of you. Learn about Arduino board, and install all his parts.
- Introduction to electronics. Basic concepts.
- Write your first C++ program to control a button to turn led on/off. Other experiments with the led.
Day 11 – Experiment with sensors
- Sound and light sensors. Control digital output using physical input.
- Experiments with sensors. Program the Arduino board to see values of the sensors on a serial monitor.
- Plan the design of an Arduino based simple quiz game.
Day 12 – Building time & course closure
- Build the quiz game, finalize and try it.
- Course evaluation: round up of acquired competences, feedback, and discussion.
- Awarding of the course Certificate of Attendance.
The schedule describes likely activities but may differ significantly based on the trainer delivering the specific session and the requests of the participants.
If you would like to discuss a specific topic, please indicate it at least 4 weeks in advance. Course modifications are subject to the trainer’s discretion.
The number and schedule of the cultural activities depend on the location, not the course; further information is available on each location webpage. The trainer will send you the definitive course schedule approximately two weeks before the course.