Computing Workshops For Teachers

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Bridge21 are proud to offer several innovative computing workshops for teachers and educators.These workshops were established as part of a Google funded initiative. After participation in the workshops (details below), participants will have developed a number of new technical skills and will be confident planning activities involving digital media production, programming and computational thinking. The workshops will also be useful for educators and mentors who are  engaged in informal education through Club-houses, CoderDojo, TechSpace and other similar youth programmes.

All of the sessions are hands-on in nature and are delivered using the Bridge21 learning model. The workshops will take place in our purpose-designed learning space in Oriel House, Fenian Street, Dublin 2, which is located just off the main Trinity College Dublin campus – (see map here). The workshops are subject to availability of resources and sufficient demand.

Registration is now open: Please register here and select the dates (see bottom of this page for a list of dates) you are interested in attending please use the following survey: 

If you have any queries or if you’d just like to be kept up to date about what’s going on, please email jake at .

Note on Accreditation:  As of September 2014 there is a Postgraduate Certificate in 21st Century Teaching and Learning that includes a number of the workshops presented on this page. This will be subject to registration fees and additional assignments, although the workshops are free to attend for those not interested in accreditation. For further information regarding this Certificate please email info at

Note: The dates and times below are subject change, availability and participant numbers. Please also note that there will be a booking fee (<€15 for each individual workshop) this year.

Hosted at Bridge21 (Trinity college Dublin)

Workshop Title (use links to book) Date Time
Digital Media
book now
Problem Solving in the 21st Century (Computational Thinking)book now 09/04/2016
Intro to programming through Animation (Scratch 1)book now 16/04/2016 9:30am-4.30pm
Intermediate Programming through Game Design (Scratch 2)book now 23/04/2016 9:30am-4.30pm
Advanced Programming with Pythonbook now 12/03/2016 9:30am-4.30pm
Exploring Computer Systems (Raspberry Pi)book now 16/04/2016 9:30am-4.30pm
Contextual Mathsbook now 12/03/2015 9:30am-4.30pm
STEM Pedagogybook now 06/02/2016 9:30am-4.30pm
Information Literacy through Contextualised Inquirybook now 12/03/2016 9:30am-4.30pm

Workshop at Bridge21 (Trinity College Dublin)


(3 day workshop)

Workshop Title (use links to book) Date Time
Intro cycle 3-day workshop

book now

each day


Workshop Title (use links to book) Date Time

book now



Workshop Descriptions (order is optional, but they are presented in the recommended order):

 Digital Media and the Bridge21 Model

Digital media is all around us in our daily lives. This workshop aims to develop teacher’ ability to use digital technology, communication tools, and the internet creatively and innovatively, while also introducing the Bridge21 approach to learning. During the workshop a number of technical skills will be developed including video production, audio recording and graphic media production. Throughout the process of media production the participants will explore issues such as being safe online, evaluating information sources, copyright and intellectual property. This workshop provides the participants with an immersive  experience, where they will see and experience the Bridge21 Methodology and Model in action. It is highly recommended that this workshop is attended first as it provides an excellent grounding in the Bridge21 methodology and model.

• Contextual Mathematics (Project Maths and the Bridge21 model)
Research in TCD has developed a set of guidelines for the design of maths learning activities which are technology-mediated, contextualised and which resonant with a view of mathematics as a problem-solving activity in which students construct their own knowledge through the solution of real world problems. Attendees will be given the opportunity to participate as active learners in activities designed according to these principles and delivered using the Bridge21 methodology.
• ‘Probability and Plinko’, constructing a Plinko (Galton) board to statistically analyse the paths taken by marbles as they fall.
• ‘The Pond Filling Activity’, a hands-on exercise in problem-solving, estimation, area and volume.
• ‘The Human Catapult’, using video tracking and dynamic geometry to model the trajectory of a projectile.
• ‘Barbie Bungee’, using video tracking, spread sheets and dynamic geometry to investigate line of best fit and harmonic series.
This workshop is suitable for Junior and Senior cycle maths/applied maths/physics teachers.

 Problem Solving in the 21st Century (Computational Thinking)
At the heart of all computer programming is the ability to “think like a computer”. This workshop looks at developing 21st century thinking skills such as problem solving, data visualisation, modelling real world problems and developing algorithms. Activities will be carried out which will show how these skills can be exercised and developed without the need to actually develop programs. There are no pre-requisites and attendance is strongly recommended for those who are keen to take the Scratch and Raspberry Pi workshops.

• Introduction to programming (Scratch 1: Introduction & Animation)
Scratch is a visual programming language developed by MIT which has become very popular in secondary schools. It uses a simple drag and drop, block based interface and is suitable for developing animations and games. This workshop is for those who are new to Scratch and also provides a quick introduction into algorithmic thinking (“how to think like a computer”) before delving into the production of a short multi-scene animation using Scratch. There are no pre-requisites for attendance.

• Intermediate programming (Scratch 2: Game design)
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 Participation in Scratch 1, or prior Scratch experience is a prerequisite.


• Text-based Programming (Python 1: Introduction)

The python programming language is the next level beyond Scratch and is used extensively as an introduction to coding. Its syntax is simple and it has some very powerful features built into the language. It offers great flexibility in application, from games to websites. This workshop will focus on a mix of Python basics and mathematical algorithms. The basics will then be used to build a more complex application. Participation in Computational Thinking, Scratch 1&2 is highly recommended (but not essential) before attending this workshop.

• Exploring Computer Systems (Raspberry Pi 1: Introduction)
The Pi is a very small self-contained computer which can be programmed with a variety of common languages including Scratch, Python and Java. It comes with a set of easily programmable interfaces which allow the Pi to be used to control other devices. This workshop provides an introduction into the world of computers and controllers. The workshop will focus on hands on activities with the Raspberry Pis and light electronics, buttons and game controllers. Programming will be primarily done in Scratch so attendance at Scratch 2, or extensive prior experience, with Scratch is a pre-requisite. There will be follow-on workshops offered at a later stage in advanced use of the Pi  and the Python programming language.

Note on Location: For those who expressed interest in regional workshops, we apologies that all the scheduled workshops will be based in Dublin. As there was not the demand required in other regions to make workshops viable. If you can generate the local demand (at least 16 definite participants) please contact jake at to see if we can organise something.