MONTECH

Expert Partner:

WATERPARK, UDG

Website:

Teacher’s Guide with examples of classroom implementation:

Description

Elements of the Montessori method (implemented in non-Montessori schools) combined with digital technology and elements of maker education in order to increase the attainment of basic skills in schools with students from disadvantaged backgrounds. The activities engage children in the creation of projects reproducing the creative learning spiral of Mitch Resnik in a growing cycle that navigates through imagine, create, play, share and reflect. Activities give importance to characteristic Montessori elements, such as the stories and the journal relying on the impressive capacity of learning of children and their freedom of choice to develop their full potential. In addition to that, Creative Computing covers the interdisciplinary area at the cross-over of creativity and computing, is an educational trend that has its roots in learning theories such as Constructionism or in movements such as Maker Education, both of which were developed mainly since the 1970s, thanks to pioneers such as Seymour Papert, who explored ways to use technology to promote creative learning, and to transform technology into a medium of expression that would give children a voice. Current concepts such as Computational Thinking or STEAM methodology are based on these ideas.

Examples, lesson plans, case studies

Choose a resource:

Kidbot – First Contact with Coding

Discovering Scratch

Missions with Scratch Cards

Scratch Tutorials

10 Blocks Challenge

Discovering Scratch with a Kidbot

Discovering Scratch with a Fortune-teller

Making Faces with Scratch

Scratch as a Language

Scratch as a Language I

Scratch as a Language II

Loops – Discovering Micro:bit

Loops – Create a Dance Routine

Dance Party

Synchronicity and Parallelism – Body Percussion

Introduction to Conditionals

Let’s play with Conditionals and Scratch

Introduction to Variables

Build a Monster Using Variables

Let’s play with Scratch and Variables

Grammar Variables

Create a Sentence – dice game

Art with Scratch – Randomness and Loops

Colours, Loops, Randomness and Watercolours

Movement in Art

Scribbling Machines

Life Cycles in Nature – Loops

Life Cycles in Nature with Scratch

Music and Conductivity – Musical Instruments with Micro:bit and Scratch

Geography and Conductivity – Electric Board with Makey Makey and Scratch

Measuring Time

Experimenting with Light and Sensors

Simple Machines

The Cardboard Automata

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Training of educators of 1st High School of Gerakas - Gamification for fun

🗓️ Published on: May 22, 2025

Έγινε παρουσίαση στους εκπαιδευτικούς του 1ου Γυμνασίου Γέρακα της δημιουργικής μεθόδου παιχνιδοποίησης, Gamification for fun, η οποία αναφέρεται στην πρακτική της εφαρμογής στοιχείων που μοιάζουν με παιχνίδι — όπως πόντοι, προκλήσεις, ανταμοιβές και πρόοδος — σε εκπαιδευτικές δραστηριότητες. Τονίστηκε ότι ο στόχος είναι να γίνει η μάθηση πιο ελκυστική, διαδραστική και διασκεδαστική, διατηρώντας παράλληλα την εστίαση σε βασικούς μαθησιακούς στόχους. Παρουσιάστηκαν όλα τα στάδια της μεθόδου (καθορισμός μαθησιακών στόχων, υπόθεση, προκλήσεις και πρόοδος, κανόνες, στρατηγική ανταμοιβή). Επίσης παρουσιάστηκαν δύο παιχνίδια που δημιουργήθηκαν με βάση αυτή τη μέθοδο, «Τα καπέλα του De Bono. Η ζωή του Υπολογιστή - Καπέλα Επί Δράσης!» για το μάθημα της Πληροφορικής Γυμνασίου και «Τα καπέλα του De Bono. Η δύναμη των στατιστικών!» για το μάθημα της Στατιστικής στο Λύκειο.

Training of educators of 2nd Senior School of Gerakas -Gamification for fun

🗓️ Published on: May 15, 2025

A presentation was given to the teachers of the 2nd Senior School of Gerakas on the creative gamification method, Gamification for fun, which refers to the practice of applying game-like elements — such as points, challenges, rewards, and progress — to educational activities. It was emphasized that the goal is to make learning more engaging, interactive, and enjoyable, while maintaining a focus on key learning objectives. All stages of the method were presented (setting learning objectives, storyline, challenges and progress, rules, strategy, and payoff). Two games created based on this method were also showcased: “De Bono’s Hats. The Life of the Computer – Hats in Action!” for Junior High School Computer Science, and “De Bono’s Hats. The Power of Statistics!” for Senior High School Statistics. In both games, students can imagine themselves as researchers or travelers who use the "Six Thinking Hats" as different lenses through which to view information from multiple perspectives. In this way, the abstract concepts of critical thinking and argumentation are transformed into an interactive and comprehensible journey.

Training of educators of 2nd High School of Gerakas

🗓️ Published on: April 10, 2025

Οι εκπαιδευτικοί, αφού γνώρισαν τις μεθόδους της ψηφιακής αφήγησης στο διαδικτυακό προγραμματιστικό περιβάλλον του Scratch, δημιούργησαν έργα που αφορούσαν διαλόγους μεταξύ χαρακτήρων με επιλογή κατάλληλου υποβάθρου. Στα έργα αυτά πρόσθεσαν ήχους, φωνή από ηχογράφηση, κείμενο σε ομιλία, κίνηση, αλλαγή ενδυμασιών κλπ για να τους προσδώσουν ζωντάνια. Συζητήθηκαν ιδέες για το πώς μπορούν να ενσωματώσουν αυτή τη δημιουργική μέθοδο στη διδασκαλία των δικών τους αντικειμένων.

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