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

📢 ACAδIMIA Repository Latest Updates

Training of educators of 1st - 2nd High and 2nd Senior School of Gerakas - SBL

🗓️ Published on: July 4, 2025

Αφού έγινε μια εισαγωγή στη μέθοδο SBL, οι εκπαιδευτικοί χωρίστηκαν σε ομάδες και εργάστηκαν με φύλλα δραστηριοτήτων, εξερευνώντας πώς να συνδυάσουν τις ακόλουθες τρεις καθοδηγητικές ερωτήσεις: • Τι κάνω; • Πώς θα το κάνω; • Πώς ζητώ βοήθεια και σχόλια; Γρήγορα έγινε φανερό ότι κάθε ομάδα είχε επιλέξει μια διαφορετική μαθησιακή πορεία γεγονός που αποτελεί και τον στόχο της συγκεκριμένης μεθόδου. Κατόπιν έγινε παρουσίαση για το πως θα μπορούσαν να δημιουργήσουν ένα μάθημα βασισμένο στη συγκεκριμένη μέθοδο. Στη συνέχεια, ο κ. Μπαλάσκας-Διαμαντής από την Action Synergy απένειμε τις βεβαιώσεις συμμετοχής στους εκπαιδευτικούς που υλοποίησαν μεθόδους δημιουργικής μάθησης στην τάξη, όπως τις μεθόδους Creative STEAM, EAR, Drama in Education, Digital Storytelling και Gamification for fun. Η συνάντηση ολοκληρώθηκε με ένα μικρό κέρασμα, όπου εκπαιδευτικοί και από τα τρία σχολεία είχαν την ευκαιρία να κοινωνικοποιηθούν, να μοιραστούν σκέψεις και να ανταλλάξουν ιδέες και με την υπόσχεση ότι την επόμενη σχολική χρονιά θα συνεχιστεί η καθοδήγηση τους για τη δημιουργία σχεδίων μαθημάτων με τις δημιουργικές μεθοδολογίες της ACAδΙΜΙΑ.

MONTECH METHODOLOGY APPLICATION

🗓️ Published on: June 10, 2025

EAR METHODOLOGY APPLICATION

🗓️ Published on: June 10, 2025

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