Event Information
The presentation will guide participants through the Scratch & Scrap Vehicles project, where they combine digital prototyping with physical construction using recycled materials and basic electronics.
- Introduction (5 min): Briefly present the purpose of the project and its connection to ISTE Standards. Engage the audience with a question: “How can technology and recycling work together to solve real problems?”
Step 1: Imagine & Design (10 min): Participants brainstorm a vehicle (land, air, or water) and sketch it on paper. They will share ideas with a partner to spark creativity.
Step 2: Simulate in Scratch (15 min): Guided mini-tutorial where participants create a simple vehicle in Scratch that moves and responds to a sensor (button, color, or contact). They test and improve their prototype in pairs.
Step 3: Build with Recycled Materials (20 min): In small groups, participants construct a basic vehicle model using provided recycled materials (bottles, cardboard, caps) and simple electronics (battery holder, motor, switch, LED).
Step 4: Test & Reflect (10 min): Teams test their vehicles, compare them to their Scratch prototypes, and reflect on similarities, differences, and improvements.
Audience Participation
Brainstorming and drawing their own design.
Hands-on Scratch programming activity.
Building a simple prototype with recycled materials.
Group reflection and sharing results.
Time Distribution (60 minutes total)
- Introduction & Connection – 5 min
- Imagine & Design – 10 min
- Simulate in Scratch – 15 min
- Build with Recycled Materials – 20 min
- Test, Share & Reflect – 10 min
Process & Engagement Tactics
Interactive questions at the start and during transitions to keep participants thinking.
Pair-share activities to promote collaboration and idea exchange.
- Hands-on practice with Scratch and recycled materials to ensure learning by doing.
- Reflection prompts at the end to connect the experience to participants’ own classrooms.
- Frequent movement between digital and physical tasks to maintain high energy and engagement.
Participants will take away a dual artifact:
1. A digital prototype in Scratch simulating the operation of a vehicle with simple sensors.
2. A practical action plan that can be replicated in their own educational context, integrating recycled materials and basic electronics.
This way, attendees will not only experience programming and digital prototyping, but will also leave with a concrete and adaptable framework they can apply in their classrooms, combining creativity, sustainability, and technology.
1. Papert, S. (1993). Mindstorms: Children, Computers, and Powerful Ideas.
A classic book introducing the concept of constructionism and how robotics empowers children to learn by building and programming.
2. Resnick, M. (2017). Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers, and Play.
Explains how tools like LEGO robotics foster creativity and problem-solving in education.
3. LEGO Education Official Website.
https://education.lego.com
Provides resources, research, and classroom practices using LEGO Spike, WeDo, and other robotics kits.
4. Code.org.
https://code.org/research
Offers research-backed insights on the benefits of introducing programming and computational thinking at an early age.
5. Wing, J. M. (2006). Computational Thinking. Communications of the ACM, 49(3), 33–35.
Seminal article defining computational thinking and its importance in modern education.
6. International Society for Technology in Education (ISTE).
https://www.iste.org/standards
Establishes standards that highlight the role of robotics and coding in developing 21st-century skills.
7. Grover, S., & Pea, R. (2013). Computational Thinking in K–12: A Review of the State of the Field. Educational Researcher, 42(1), 38–43.
Research on how computational thinking supports problem-solving and critical thinking in children.
8. Scratch Foundation.
https://scratch.mit.edu
A widely used platform supporting block-based programming for children, foundational to robotics projects.
9. UNESCO Report (2021). AI and Education: Guidance for Policy-Makers.
Highlights the role of robotics and programming in preparing students for the future.
10. Bers, M. U. (2018). Coding as a Playground: Programming and Computational Thinking in the Early Childhood Classroom.
Explores how programming with tangible robotics (like LEGO kits) develops creativity and learning in young students.
Posters in this theme:
- Scratch (online or offline version)
URL: https://scratch.mit.edu/download
Used to create and simulate digital prototypes of the vehicles.
- LEGO Education Spike / WeDo (optional, depending on available kits)
Spike App: https://education.lego.com/en-us/downloads/spike-app
Used to integrate basic sensors and motors into physical prototypes (if LEGO kits are available).
Google Slides or PowerPoint:
Used to document ideas and results, take photos of the process, or present progress.
Google Slides: https://www.google.com/slides/about/
Other Equipment and Materials
- Laptop or tablet compatible with Scratch and LEGO applications.
- Recycled materials for building vehicles:
a) Plastic bottles, cardboard, caps, sticks, small cans, paper tubes.
b) Basic electronic components:
c) Battery holder with AA batteries
d) Short electrical wires
e) Small DC motor
f) Simple switches or buttons
g) LEDs
Basic tools:
-Tape, glue, double-sided tape, markers for decoration.
- Ample workspace to build the physical prototypes and conduct tests.
- Materials prepared for assembling the vehicle.