Computing Workshops For Teachers
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 and are ideal for teachers considering or already teaching the Junior Certificate Coding or Leaving Certificate Computer Science courses. 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. All workshops will take place in Trinity College Dublin, selected 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.
If you have any queries or if you’d just like to be kept up to date about what’s going on, please email jane at bridge21.ie .
Note on Accreditation: Since September 2014 there has been a Postgraduate Certificate in 21st Century Teaching and Learning, at the School of Education Trinity College Dublin, that a number of the workshops presented on this page. This course is subject to registration fees and additional assignments. For further information regarding this Certificate please email admin21 at tcd.ie
Note: The dates and times below are subject change, availability and participant numbers. Please also note that there may be a booking fee (~€20 for each individual workshop).
Workshop at Trinity College Dublin
Workshop Title (use links to book) | Date | Time |
Contextualised Mathematics | 30/11/2019 | 09.30-17.00 |
Scratch1 – Introduction to Programming through Animation | 30/11/2019 | 09.30-17.00 |
Past workshops: Information Literacy/Problem Solving |
12/10/2019 | 09.30-17.00 |
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.
• Information Literacy through Contextualised Inquiry
The main means by which students at post-primary and third level seek out information is via Internet searching. Many post-primary and third-level students consider themselves to have good ICT skills, but these skills do not naturally equate to good information literacy. This workshopwill encourage students to reflect upon and develop their own information literacy skills while engaging in genuine, contextualised inquiry. As such, the core principles of inquiry-based learning will also be outlined and demonstrated in practice. Grounded in the Bridge21 model, this course will require students to critically reflect on processes for finding and assessing information. In doing so they will learn about how they learn, and gain an understanding of how they think about knowledge. Emerging from this process, students will then be required to design and deliver their own inquiry-based scenario that promotes the development of information literacy rooted in their own discipline. The workshop will examine how an ‘information skills rich’ inquiry can be used in tandem with plenary and whole class discussion to create dynamic learning experiences.
• 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 https://sites.google.com/a/bridge21.ie/cs-stem/game-controllers). 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 (Introduction to Raspberry Pi, Arduino and micro:bit)
Embedded computing technologies, such as those found in ATMs, traffic lights and wearable technologies, are becoming ubiquitous, readily available, cheap and easily modified for a variety of applications. A number of platforms such as Raspberry Pi, Arduino and Micro:bit come with a set of easily programmable interfaces. This module provides an introduction into the world of computers and controllers. The workshop will focus on hands on activities exploring light electronics, buttons and game controllers. Participation in Computational Thinking, Scratch 1 & 2 is highly recommended (but not essential) before attending this workshop.