Code a Pet, 3D Print a Keychain, Stitch a Pendant - Discover What's Possible at The Possible Zone.
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HBGCC - 006CD
Session description
Outline
I. Introduction to the Playground (10 minutes)
Overview: Welcome participants and explain the purpose of the playground, emphasizing the integration of STEAM concepts.
Structure: Outline the flow of the session, including station rotations and expected outcomes.
II. Interactive Stations (40 minutes total, 3 stations, 8 minutes each)
Participants will rotate through 3 dynamic stations, each showcasing a unique STEAM project.
1. Tamagotchi Building Station
Activity: Learn basic coding with blocks in Make:Code and build your own Tamagotchi!
Learning Goals: Understand basics of MakeCode. Create a design for your own Tamagotchi shell.
Materials: Laptop, Micro:bit
Facilitator Role: Guide participants through coding basics and provide examples of completed projects.
2. Sewing Station
Activity: Learn two basic stitches and incorporate them into a design for a basic tapestry or embroidery hoop
Learning Goals: Understand back stitch and running stitch; create a design for an embroidery hoop or a tapestry
Materials: Use needle, thread, felt/muslin, embroidery hoops
Facilitator Role: Guide participants through sewing basics and provide examples of completed projects.
3.Keychain building
Activity: Learn basic 3D modeling in Tinkercad to create a 3D model of a keychain. Participants will be able to have their 3D model printed and mailed home to them.
Learning goals: introduce basic 3D modeling using Tinkercad
Facilitator role: will guide participants in exploring these concepts and provide support during the activities.
III. Reflection and Group Discussion (10 minutes)
Activity: Gather participants to share insights from their experiences at each station.
Discussion Prompts: What did you learn at each station? How can you integrate these projects into your classroom? What challenges do you foresee, and how can they be addressed?
Facilitator Role: Encourage participation, summarize key takeaways, and facilitate connections between experiences.
Total Time: 1 Hour
Supporting research
https://onlinelibrary.wiley.com/doi/10.1002/jee.20112
https://www.tandfonline.com/doi/full/10.1080/10632913.2017.1292973
https://www.sciencedirect.com/science/article/pii/S1877050913011174?via%3Dihub
STEAM Education: Theory and Practice By Khine and Areepattamannil
Presenters


Session specifications
Topic:
Grade level:
Audience:
Attendee devices:
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
ISTE Standards:
Learner
- Set professional learning goals to apply teaching practices made possible by technology, explore promising innovations, and reflect on their effectiveness.
- Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
TLPs:
Additional detail:
Related exhibitors: | PBLWorks (formerly Buck Institute for Education), Trotec Laser Inc., Sphero, Canva Education |