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DA EN

DA#34 – Counting Monsters

Can digital tools help children develop mathematical thinking?

Yes!

By listening to the story through the technological resources (Tablet, PC and Smartphone), children develop mathematical thinking through the games we propose them to play, learning to observe, investigate, count, helping the child to identify quantities through different forms of representation and to solve everyday problems that involve small quantities, using counting and mathematical operations, always with a playful character mixed in.


An idea from

Educators from Agrupamento de Escolas de Santo António, Barreiro, Portugal


Time

6 activities of 50 minutes

Age

3-6 years


Objective

  1. Help children identify quantities through different forms of representation.
  2. Solve everyday problems involving small quantities using counting and mathematical operations.
  3. Use digital tools to strengthen ties between school and family.

#numeracy #colors #quantities #counting #numbers #Learningapps

Categories
DA EN

DA#33 – The Adventures of Bee-Bot

How can coding help to understand nature and the wonderful world of bees?

Children are introduced to problem solving and the logic of computational thinking through the adventures of a little bee, who is the protagonist of each activity, either as a mascot in the unplugged coding games,as well as a programmable robot that the children will have to help find their way back to its hive. Families are involved with coding games and through creative recycling activities with the aim of enriching the world of the little bee with friends and natural elements.


An idea from

Russo Santa – Lessi Valentina – Pavan Giorgia – Mancinelli Angela –  Ragusa Rossella –  Modolo Doris, ECEC educators at the Kindergarten “Scuola dell’Infanzia di Piavon”, Oderzo – Italy.

In co-design with Zaffiria.


Time

10 activities (50 min each)

Age

4-5 years


Objective

  1. First knowledge of coding.
  2. Awareness on environmental issues.
  3. Developing transversal skills.

#numeracy #coding #nature #storytelling

Categories
DA EN

DA#32 – The Art of Geometry

Can geometry be introduced as a form of expression?

Digit is a character who introduces children to geometric shapes that become the basic elements for a photo safari at home and the composition of fluorescent drawings and landscapes. At home, using the app Oh! created by designers Louis Rigaud and Anouck Boisrobert, children continue the creative experience by using the geometric shapes to populate a cityscape of animals, characters and other interactive elements.  Oh! will be used again at school to create a collective landscape.

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An idea from

Ciulla Letizia – Maria Domenica – Floriddia Corrada – Benini Roberta – Catanese Liliana – Giorgetti Cinzia – Zavalloni Stefania, ECEC educators at the Kindergarten “Scuola dell’Infanzia di Villamarina”, Cesenatico – Italy.

In co-design with Zaffiria.


Time

5 activities (40 min each)

Age

3-4 years


Objective

  1. Enhancing creative and expressive abilities.
  2. Introducing geometry in a playful way.
  3. Involve families through the use of simple and playful apps.

#numeracy #art #immersiveenvironments #blacklight

Categories
DA EN

DA#31 – Analog & Digital Coding Games

Is it possible to program a robot yourself and use an easy programming language?

There are various games and exercises to introduce children to the topic of coding, to promote their mathematical skills and expand knowledge about computers. First, the children deal with simple commands that can control a robot to achieve a goal. A simple set of paper-cards can be used for this purpose. To train the movement of the body in a room, to estimate distances and to plan actions in advance, children can play a fun offline robot game with their parents or siblings at home. As a third step, children can learn about apps that use visual programming language and can be used to control a robot or an animated character in a game. The apps include logic puzzles and allow children to create music and dance moves.

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An idea from

JFF-Institut für Medienpädagogik, Germany,
tested with Integrationskindergarten Westendstrasse, Munich, Germany


Time

3 activities (30-40 minutes each)

Age

5-6 years


Objective

  1. Learn to use “visual programming language”.
  2. Building basic cognitive and mathematical skills through problem-solving learning.
  3. Train orientation and structuring skills: systems of order, ability to classify also seriate, comprehension of position, shapes, and proportions.

#numeracy #coding #computationalthinking #sound

Categories
DA EN

DA#30 – Find the Shape!

What is this shape ?

In this atelier children learn to recognise geometric shapes and to find occurrences of these shapes in their environment. The ateliers is based on the use of a free online quiz platform : Kahoot. This workshop trains children to use a tablet : navigate, take pictures, create and play interactive content.

Have a look here to discover the activation trailer : https://tube.tchncs.de/w/o4kd5ES9oQev4A4yXFXGPh


An idea from

La Fabulerie, Marseilles, France, tested with: Ecole Maternelle Extérieur, Marseilles, France


Time

3 activities of 25 minutes each for a total of 1h10


Objective

  1. Recognizing shapes.
  2. Take pictures.
  3. Create interactive content.

#numeracy #projector #colours #shapes #photography

Categories
DA EN

DA#29 – The Photo Hunt

How to find one’s way in space using photos?

How can photos help us recognise our environment and find our bearings?  During this workshop, children discover different levels of the representation of a geographic place (satellite view, maps, photos), they identify landmarks and learn how to find their bearings. By creating a treasure hunt, they trace an understandable itinerary on a map. Several photos placed one after the other become a sequence of movements, thus introducing the notions of coding and sequencing.


An idea from

Aurélie Modave, teacher at the Sainte Julienne Haut school in Fléron – Belgium, in co-design with Média Animation ASBL


Time

8 activities for a total of 5 hours, and 3 activities at home

Age

5-6 years


Objective

  1. Recognise one’s environment and finding one’s bearings by observing photos.
  2. Discover the notions of image framing and point of view.
  3. Introduce to the concepts of coding and sequencing.

#numeracy #photography #geolocation #environment #map #code #mediaeducation