Computational thinking is one of the key competencies as defined by PISA. Here we propose a set of fun activities that aims to introduce children from 7 years of age to computational thinking and computer programming, with or without computers.
Non-Academic Transcript is a tool to be aware of learning outcomes of the activities.
Active-participatory methods emphasize cooperative learning, being antithetical to traditional learning methods. Education for participation helps students to express their options in the field of education, culture, leisure, can become .
The SumoRobot is a tool which allows two robots to compete on a SumoField, in a similar fashion to the sport of sumo. It enables kids and teenagers to learn the basics of programming, electronics and robotics in a fun and interactive way.
The main aim of the activity is to increase critical thinking of young people and to help them to recognize manipulative techniques often used in media.
Video çalıştayının amaçları video yapmak aracılığıyla yaratıcılığı ve kendini ifade etme yetisini geliştirmektir. Katılımcılar, fikir aşamasından sonuca kadar bu yaratıcı sürecin her adımını deneyimleyecekler.
The Video Workshops' aims are to improve creativity and self expression through video making. Participants will experiment every steps of this creative process, from the idea to the achievement.
This activity is used in training for mainstreaming diversity and inclusion. Main objective is to educate, advocate, and celebrate diversity including making recommendations to create a more inclusive environment.
Theatre as means of communication and empathy
Time-Out is an educational tool played in mother tongue or in a foreign language. Being an interactive activity, it fosters body language, active listening, intercultural communication and imagination.