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We're calling all 13-18 thinkers to share your best ideas with the world. We can't wait to see what you come up with!

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Autora: Mariana Ochs

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A Experiência de Implantação de uma Disciplina Maker em uma Escola de Educação Básica

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A Experiência de Implantação de uma Disciplina Maker em uma Escola de Educação Básica

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A experiência de implantação de uma disciplina maker em uma escola de educação básica | Gomes | Anais do Workshop de Informática na Escola

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A experiência de implantação de uma disciplina maker em uma escola de educação básica

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3D Printing to Raspberry Pi’s: How a Quiet Florida School Library Got Transformed by a Makerspace

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3D Printing to Raspberry Pi’s: How a Quiet Florida School Library Got Transformed by a Makerspace

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On any given day at Holy Trinity Episcopal Academy, visitors to the Lower School library might be surprised to find it bears little resemblance to the school libraries of years past.

Several 5th graders sit at computers, developing 3D luggage tags using Tinkercad to be printed on the nearby Makerbot 3D printer. On the central library tables, students are creating Rube Goldberg machines using physical manipulatives or the RubeWorks iPad app. The library is a buzz of activity and student engagement, punctuated with squeals of excitement. And overseeing the makerspace is librarian Judy Houser, a veteran educator who took the visionary step of transforming this once quiet library into a space where students not only learn to love reading, but learn to explore, create and innovate using a variety of tools.

Kiss the quiet library goodbye. Don't feel intimidated when adults come in and find the library is noisy-collaboration requires communication!

Judy Houser

Step 1: Research

Encouraged by her husband to purchase a Raspberry Pi for students to use, Houser discovered the Makerspace movement while researching how to incorporate the device into her curriculum. Intrigued to learn of other libraries that had incorporated makerspaces, she expanded her research. "It was obvious that a Makerspace in our library could provide unique opportunities for student-initiated exploration, invention and collaboration," Houser says.

Houser started by reading Invent to Learn by Sylvia Martinez and Gary Stager, and attended one of their workshops--but it didn't stop there. "I researched Makerspaces online, visited another school that had a Makerspace, and tweeted other educators for help. I also connected with other Makers in person and via email, and attended the 2014 ISTE conference," she adds.

Inspired by the possibilities, Houser approached some school parents who were professional architects to help design a plan for a corner of the library. Within a few months, the library's first-ever Makerspace was born.

Step 2: Funding and Tools

Funds for the Makerspace came in part from a grant from the Harris Corporation, a Melbourne based engineering firm. In addition to a 3D printer, Houser acquired a Raspberry Pi, a Makey Makey, snap circuits, gyrobots, Legos, and a variety of building materials for creating Rube Goldberg machines. Other Makerspace materials include recycled electronics that students can take apart and repurpose, a tool kit, and various conductive materials that can be found in anyone's garage.

"Eight old spoons and a Makey Makey, and your kids can make beautiful music together!" Houser chuckles.

Students contemplate a 3D printer. (Judy Houser)

Step 3: Transforming Teaching

Adding the Makerspace has inspired Houser to teach differently. "Previously, I would lecture and demonstrate during library lessons," she reflects. "There was discussion, but little opportunity for learning to be student-driven-the agenda was usually mine."

But with this Makerspace, that has changed. "Now, I make instructions accessible on a shared drive, demonstrate a few techniques, and then allow students to see what else they can make happen. They choose what they want to learn," she explains.

Not only are students choosing what to learn--they're teaching each other. Houser says that with these new tools and atmosphere, the students are "teaching other, and often teaching me, as they collaborate," adding that "It is becoming more common for students to ask for help from another student before they ask for it from me. We have had many opportunities to learn from our mistakes--the kids understand that revision is an important part of the design process."

What has surprised her most about the Makerspace, Houser says, is that it is a great equalizer. "Students no longer seek out the most popular students, but the ones who have similar interests or who have skills that they want to learn," she says. Currently, maker activities are explored by students in grades 2-6, with plans to include kindergarten and first- grade students in the near future.

Step 4: Looking Towards the Future

Student and parent reaction to the Makerspace, notes Houser, has been overwhelmingly positive, and when asked what tips she has for other teacher-librarians interested in creating a Makerspace, Judy smiles. "First, kiss the quiet library goodbye. Don't feel intimidated when adults come in and find the library is noisy-collaboration requires communication!"

From a practical perspective, Houser recommends getting as many people on board as you can. "Ask parents, members of your tech team or anyone else willing to stop by and lend a hand," she says. "Don't feel that you have to have a perfect space or that your Makerspace has to look like someone else's. Remember that it's about the process and not about the product."

Other suggestions included having parents to create their own Tinkercad accounts so their children can work on 3D print projects from home and using Maker and Rube Goldberg videos on youtube to give your students inspiration. The 'This Too Shall Pass' Rube Goldberg YouTube video (shown below) is a "phenomenal must-see," according to Houser.

Future plans for the Makerspace include a foray into wearable electronics and the addition of a laser cutter, to be funded by the school's Parent Association. Houser has also applied for a grant to help fund a class set of littleBits, which are electronic modules that kids can snap together to create circuits. And while the space is still technically a "library," Houser to open to further developments--especially given the student response.

"The library has always been a popular place on campus, but now I have to make the students leave when their class time is over!" she says.

NOTE: This article is part of EdSurge's Fifty States Initiative (representing the state of Florida).

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3D Printing to Raspberry Pi's: How a Quiet Florida School Library Got Transformed by a Makerspace - EdSurge News

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On any given day at Holy Trinity Episcopal Academy, visitors to the Lower School library might be surprised to find it bears little resemblance to the school libraries of years past. Several 5th graders sit at computers, developing 3D luggage tags using Tinkercad to be printed on the nearby Makerbot 3D printer.

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Ambiente destinado, especialmente, aos professores e educadores da rede estadual de ensino do Paraná, onde estão disponíveis as diretrizes curriculares, informações sobre formação continuada, programas e projetos, diversos recursos didáticos para o trabalho em sala de aula, sistemas de consulta relacionadas a ficha funcional dos profissionais.

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Ambiente destinado, especialmente, aos professores e educadores da rede estadual de ensino do Paraná, onde estão disponíveis as diretrizes curriculares, informações sobre formação continuada, programas e projetos, diversos recursos didáticos para o trabalho em sala de aula, sistemas de consulta relacionadas a ficha funcional dos profissionais.

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Produções e materiais

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Ambiente destinado, especialmente, aos professores e educadores da rede estadual de ensino do Paraná, onde estão disponíveis as diretrizes curriculares, informações sobre formação continuada, programas e projetos, diversos recursos didáticos para o trabalho em sala de aula, sistemas de consulta relacionadas a ficha funcional dos profissionais.

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9 Amazing Ways Teachers Can Use 3D Printing to Teach Math and Science

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9 Amazing Ways Teachers Can Use 3D Printing to Teach Math and Science

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We completely understand: 3D printing can sound intimidating. But it can open so many doors for students, especially in math and science.

Fear not, brave teacher. We've got just what you need to move your 3D-printing goals forward-whether your 3D printer has a cozy little spot in your supply closet, silently collecting dust, or you and your students have jumped feet-first into 3D-printing projects.

Get moving and shaking with these project ideas:

1. Design custom artwork frames.

This project is perfect for elementary students. They'll practice their geometry skills as well as calculate measurements, weights and balance as they design a modular frame for a specific piece of art. As an extension, challenge students to create decorations that can snap on and off of the frame for a fully customized display.

Credit: Dremel Dreams, created by O'Donnell Learn

2. Go cross-curricular.

Here's a fun idea! Brock Perkins, a fifth grade teacher at Winchester Thurston School in Pennsylvania, teaches an extensive cross-curricular unit on the Middle Ages. Students learn about the lives of the peasants and the nobility, castle structure and design, and they study siege machines like catapults and battering rams.

He and the school's instructional technology specialist, Katie Weber, introduced the 3D-printing element of the project by printing out several different designs of catapults (found on www.thingiverse.com) and predicting and then testing the ability of these machines to launch projectiles. They then pair students up to brainstorm a design of their own to print on their 3D printer.

"Their task is to create an 'anti-siege' machine to protect their castles from invaders. They sketch their ideas and then work in the online CAD program Tinkercad to design their machines," says Weber. "Luckily, our middle school students have extensive experience in Tinkercad, so they can help our fifth grade students with their creations." After much trial and error (including resizing and flipping designs), the final products often look amazingly like the original brainstorming sketches.

Credit: Katie Weber at Winchester Thurston School

3. Give an open-ended challenge.

What if kids could create something that helped solve a real-world problem? A 10-year-old in Texas used a 3D printer to create a prototype for his idea that could prevent deaths when children or pets are accidentally left in vehicles on hot days. His design is in progress and may even get a patent. Show this clip to your students to inspire them to design their own solutions to real-world problems.

4. Print physical maps.

Teacher Chrissie Mahl helped her students use 3D printers at her school to create physical maps of Virginia to show the five regions of the state. Their models illustrate the coastal plains, piedmont, the Blue Ridge Mountains in the western part of the state, the valley and ridge, and the Appalachian plateau. A great way to bring geography into the classroom!

Credit: Christine Mahl at Pembroke Meadows Elementary; Virginal Historical Society

5. Explore geometry with 3D models.

The idea of creating 3D models with your students may seem like an unachievable goal. But one third grade class at Highcastle Public School in Toronto, Ontario, did just that. Here, they break down the steps in a math lesson that resulted in the students designing and printing their own 3-dimensional castles-for real!

6. Design and print bugs.

Clark Barnett, a teacher and education technology consultant for the Conejo Valley Unified School District in Thousand Oaks, California, found that inviting students to design and print their own bugs was a terrific way to engage them in ecosystems, entomology and engineering all at the same time.

"Even though we were studying insects, there is a lot of engineering involved. For example, the legs have to be designed to support the weight of the bug's body. 3D printing makes it easy to bring in engineering techniques and see how things work," Barnett said. You can learn more about the process here.

Credit: Clark Barnett at Conejo Valley Unified School District

7. Teach fractions and area.

Teacher Jason Padilla from PS 39 The Francis J. Murphy Jr. School truly believes in using 3D printing to bring learning to life. His students use a 3D printer to create math manipulatives to help study fractions and explore the concept of area.

"They can see that shapes have specific area and take up space," Padilla said. "Printing out the shapes they create, students have to ensure that their prints are not too big for the printer to make."

His students have also printed out cubes to use to create area models of various sizes, and downloaded a Fraction Pie that helps them visualize parts of a fraction as it relates to a whole, determine which fractional unit is larger, and how fractions and decimals are related.

Credit: Easy as Pie Fractions by ThreeDeePrint.

8. Print equations.

In his role as a K-12 technology facilitator for the Union City, New Jersey, Board of Education, Marcos Navas enjoys finding new ways to engage students. Using 3D printers, he helps high school algebra students print 3D representations of equations so they can visualize and conceptualize math problems with 3-dimentional objects.

"3D printing is a motivational tool for students," Navas says. "When they can actually bring something they've worked on to life and hold it, it gives them a reason to keep learning."

Learn more about this 3D equation project here.

Credit: Dremel Dreams, created by Marcos Navas

9. Find volume.

Instructional technologist Kelly Hong from the Hutto, Texas, Independent School District helped fifth graders learn how to find the volume of irregular 3D figures in math using a 3D printer. First, the students used Tinkercad to build irregular figures. They then printed them and calculated the volume. A great idea for fostering both math and creativity!

"I'm always amazed at how quickly students learn to use technology tools," says Hong. "Allowing students to use technology to solve problems, do research and present ideas gives them a better real-world understanding of the skills they're developing, and it keeps them super-engaged."

Credit: Kelly Hong from the Hutto, Texas, Independent School District

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9 Ways Teachers Can Use a 3D Printer to Teach Math and Science

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We completely understand: 3D printing can sound intimidating. But it can open so many doors for students, especially in math and science.

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We're calling all 13-18 thinkers to share your best ideas with the world. We can't wait to see what you come up with!

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Dicas para uma facilitação eficaz para o Scratch Day

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Dicas para uma facilitação eficaz para o Scratch Day

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Pode inspirar para outras atividades também!

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Dicas e recursos para organizar um Scracth Day

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Dicas e recursos para organizar um Scracth Day

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If you think that javascript should be available, check your browser settings or force a fresh reload of this page - ⌘ F5 in most Windows applications, or ⇧⌘ R or ⌘ R in most browsers. For more information on cache, visit refreshyourcache.com/en/cache/

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Modelo de aprendizagem desenvolvido pela Perestroika - Escola de Atividades Criativas

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Entenda por que decidimos abrir a nossa metodologia.

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O Curiouser Lab é um programa de formação continuada de professores realizado no formato de um laboratório de experimentações para educadores. O projeto foi desenvolvido em pesquisa de doutorado em Ciência da Informação, linha de Comunicação e Mediação da Informação na Universidade de Brasília (UnB). O foco do Curiouser Lab foi o Letramento Informacional e Midiático com os educadores para o desenvolvimento de práticas pedagógicas mais contemporâneas.

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https://vimeo.com/88799637 Design Thinking significa acreditar que podemos fazer a diferença, desenvolvendo um processo intencional colaborativo para chegar ao novo, a soluções criativas e criar impacto positivo. https://vimeo.com/88799637 Design Thinking significa acreditar que podemos fazer a diferença, desenvolvendo um processo intencional colaborativo para chegar ao novo, a soluções criativas e criar impacto positivo.

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O Scratch Day é uma iniciativa incentivada pelo The Lifelong Kindergarten group do MIT Media Lab (os inventores do Scratch) que mobiliza pessoas do mundo todo a celebrarem o Scratch, uma plataforma de programação gratuita e comunidade online para crianças!

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If you think that javascript should be available, check your browser settings or force a fresh reload of this page - ⌘ F5 in most Windows applications, or ⇧⌘ R or ⌘ R in most browsers. For more information on cache, visit refreshyourcache.com/en/cache/

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The magazine for kids, code and computer science.

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beanz | A Magazine about Kids, Coding, and Computer Science

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beanz magazine helps kids, parents, teachers, and adults learn about software programming and computer science with little fuss.

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Taking Design Thinking to School: How the Technology of Design Can Transform Teachers, Learners, and Classrooms uses an action-oriented approach to reframing K-12 teaching and learning, examining interventions that open up dialogue about when and where learning, growth and empowerment can be triggered.

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O Criativos da Escola encoraja crianças e jovens a transformarem suas realidades, reconhecendo-os como protagonistas de suas próprias histórias de mudança. O protagonismo, a empatia, a criatividade e o trabalho em equipe são os pilares centrais deste projeto que busca envolver e estimular educandos e educadores de diferentes áreas no engajamento e na atuação em suas comunidades.

A iniciativa faz parte do Design for Change, movimento global que surgiu na Índia e está presente em 65 países, inspirando mais de 2,2 milhões de crianças e jovens ao redor do mundo.

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O Criativos da Escola encoraja crianças e jovens a transformarem suas realidades, reconhecendo-os como protagonistas de suas próprias histórias de mudança. O protagonismo, a empatia, a criatividade e o trabalho em equipe são os pilares centrais deste projeto que busca envolver e estimular educandos e educadores de diferentes áreas no engajamento e na atuação em suas comunidades.

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.:: RIEC ::. Red Internacional de Escuelas Creativas

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Uma introdução ao pensamento computacional baseada no conceito de design

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Somos uma rede de educadores, artistas, pais, pesquisadores, empreendedores, alunos e organizações voltada para a implantação de abordagens educacionais mais mão na massa, criativas e interessantes em escolas, universidades, espaços não-formais de aprendizagem e residências de todo o Brasil.

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Nesse contexto, saber encontrar e avaliar a qualidade da informação é um letramento essencial, desde a escola. Hoje fala-se muito em como combater as chamadas "fake news", mas há uma escassez de recursos em português sobre o assunto, voltados para a educação básica.

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Despertar o interesse dos alunos, criar desafios, estimular o trabalho em equipe e aprender o conteúdo pedagógico brincando. Será que é possível ensinar através de jogos?

A professora Gisele Cordeiro, Gerente de Inovação e tecnologia Educacional da Secretaria Municipal de Ensino do Rio de Janeiro acredita que sim. Ela foi uma das idealizadoras do 1º Workshop de Gameficação em Sala de Aula para os professores municipais, realizado no dia 14 de março de 2018.

"Acho que a maioria dos professores querem metodologias que os ajudem a promover o engajamento e o interesse de seus alunos . Precisamos falar mais sobre metodologias inovadoras na Educação.", ela defende.

Alexandre Farbiarz, professor e pesquisador do Programa de Pós Graduação em Mídia e Cotidiano da Universidade Federal Fluminense, define gameficação como " aplicação de conceitos, estratégias e dinâmicas de jogos em situações de não jogos. "

Para Farbiarz, as mesmas competências e habilidades desenvolvidas pelos jogadores também podem ser desenvolvidas na escola: "De uma maneira geral, o que mais se busca com a gamificação em sala de aula é desenvolver a autonomia do aluno, a colaboração entre eles, a motivação e o engajamento."

Durante as aulas, Gisele nota como os alunos ficam motivados com jogos e, sobretudo, trabalhos em equipe: "É comum ouvir alunos pedindo missões e bônus para avançar. Eles pedem tarefas que não são comuns em uma sala de aula tradicional."

A professora também defende que é natural do ser humano gostar de jogar, de competir: "A pergunta é: Por que não usar isso em benefício da aprendizagem? Desafios, missões, times isso tudo pode trabalhar em favor da aprendizagem ativa."

No entanto, Farbiarz acredita que ainda existem alguns desafios enfrentados pelos educadores em utilizar os jogos em sala de aula: "Primeiro, é preciso entender que o jogo não deve ser visto como mero entretenimento, como forma de prender a atenção do aluno. Segundo, que o jogo é uma das estratégias possíveis para desenvolver competências, habilidades e conteúdo, mas não a única e nem sempre a melhor. Terceiro, que como qualquer estratégia didática , o jogo tem que estar inserido no projeto pedagógico e integrado às outras estratégias. Assim como alguns alunos têm mais facilidade em ler textos, alguns tem em jogar. O importante é propor várias estratégias, entre elas o jogo.", ele completa.

Alexandre Farbiaz é professor-doutor e Coordenador do grupo de Pesquisas educ@mídias.com, vinculado ao Programa de Pós-Graduação em Mídia e Cotiadiano (PPGMC) na UFF.

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"O que mais se busca com a gamificação em sala de aula é desenvolver a autonomia do aluno" - Futura

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Despertar o interesse dos alunos, criar desafios, estimular o trabalho em equipe e aprender o conteúdo pedagógico brincando. Será que é possível ensinar através de jogos? A professora Gisele Cordeiro, Gerente de Inovação e tecnologia Educacional da Secretaria Municipal de Ensino do Rio de Janeiro acredita que sim.

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As Coisas Mais Criativas do Mundo é uma iniciativa desenvolvida pela Rede Brasileira de Criatividade que atua como um canal de comunicação para divulgar e impulsionar atividades e iniciativas criativas; para inspirar as pessoas a transformar o mundo com a Criatividade.

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Home | As Coisas Mais Criativas do Mundo

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As Coisas Mais Criativas do Mundo é uma iniciativa desenvolvida pela Rede Brasileira de Criatividade que atua como um canal de comunicação para divulgar e impulsionar atividades e iniciativas criativas; para inspirar as pessoas a transformar o mundo com a Criatividade.

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Rede Brasileira de Criatividade lança Cursos Online

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Lorena Bárbara Santos Costa

Licenciada em pedagogia pela UFOP (Universidade Federal de Ouro Preto), em história pela UNEB (Universidade do Estado da Bahia) e em letras pela UNIFACS (Universidade...

Compartilhe sua experiência inovadora

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Lorena Bárbara Santos Costa Licenciada em pedagogia pela UFOP (Universidade Federal de Ouro Preto), em história pela UNEB (Universidade do Estado da Bahia) e em letras pela UNIFACS (Universidade... Compartilhe sua experiência inovadora

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Fonte do Google para ideias, tendências e pesquisas em marketing digital. Tenha acceso a inspirações criativas, inteligência de mercado e as melhores práticas para o seu negócio.

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Desenvolvida pela Autodesk, é uma ferramenta de modelagem 3D recomendada para iniciantes. Baseado no navegador, o TinkerCAD permite criar formas 3D geométricas, salvá-las e compartilhá-las online, e também exportá-las para arquivos .stl quando estiverem prontas para serem impressas em 3D. Embora seja um pouco limitado em termos de recursos, o TinkerCAD é excelente para reparos e ajustes. Os usuários podem construir gradualmente bloco a bloco desde as formas mais simples até às mais complexas ou detalhadas. Como inspiração, o programa oferece algumas formas 3D básicas para o usuário começar a modelar, além de uma galeria de modelos para impressão 3D já finalizados.

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Tinkercad | From mind to design in minutes

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Tinkercad is a free, easy-to-use app for 3D design, electronics, and coding.

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Acervo de projetos 3D.

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Thingiverse - Digital Designs for Physical Objects

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Download files and build them with your 3D printer, laser cutter, or CNC. Thingiverse is a universe of things.

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Scratch is a free programming language and online community where you can create your own interactive stories, games, and animations.

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https://vimeo.com/88799637 Design Thinking significa acreditar que podemos fazer a diferença, desenvolvendo um processo intencional colaborativo para chegar ao novo, a soluções criativas e criar impacto positivo. https://vimeo.com/88799637 Design Thinking significa acreditar que podemos fazer a diferença, desenvolvendo um processo intencional colaborativo para chegar ao novo, a soluções criativas e criar impacto positivo.

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Keyboard ALT + g to toggle grid overlay

Acreditamos que a chave para o sucesso da sua vida universitária e profissional está na aprendizagem. É, por isso, com muito orgulho que apoiamos estudantes, professores e instituições académicas de todo o mundo através do acesso gratuito aos recursos de aprendizagem e ao software Autodesk.

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software gratuito para instituições de ensino

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Software educativo Autodesk gratuito para estudantes, professores e instituições de ensino

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Keyboard ALT + g to toggle grid overlay Acreditamos que a chave para o sucesso da sua vida universitária e profissional está na aprendizagem. É, por isso, com muito orgulho que apoiamos estudantes, professores e instituições académicas de todo o mundo através do acesso gratuito aos recursos de aprendizagem e ao software Autodesk.

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These are super-easy projects for people just getting started with a 3D printer. Learn how to start with a 3D model template, perform some basic modifications, and...

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Rede Brasileira de Aprendizagem Criativa

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Rede Brasileira de Aprendizagem Criativa

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A Rede Mão na Massa (RMM) é uma rede de clubinhos de criatividade que incentiva crianças de 7 a 10 anos a usar papelão, fita adesiva, madeira, tecido, lâmpadas de LED, motores e muito mais, para dar vida a suas invenções e histórias.

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Curso: Aprendendo a aprendizagem criativa

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Curso: Aprendendo a aprendizagem criativa

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A community of educators, designers, and tinkerers exploring how to support creative learning through projects, passion, peers, and play.

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Lifelong Kindergarten is not currently accepting new students.

The Lifelong Kindergarten group develops innovative technologies and cultivates caring communities to engage young people from diverse backgrounds in creative learning experiences. We are deeply committed to bringing about change in the world and improving the lives of young people, especially those from marginalized and vulnerable communities.

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Group Overview ‹ Lifelong Kindergarten - MIT Media Lab

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Engaging people in creative learning experiences

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Kit de baixo custo para projetos criativos

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O Scopabits é um projeto aberto e registrado como Creative Commons, ou seja, qualquer pessoa pode adaptar, alterar e criar a partir deste trabalho para fins não comerciais, desde que atribuam o devido crédito e licenciem as novas criações sob termos idênticos.

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Saiba o que muda quando o aprendizado passa pelas mãos a partir de experiências que o Porvir conheceu e prepare-se para imaginar, conectar, apertar, errar e construir.

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"Fizemos uma sensibilização com os educadores, primeiro na escola. Colocamos os educadores com a mão na massa, fazendo alguma coisa. O que a gente trabalhou especificamente foi, primeiro, de fazer eles sentirem a potência de colocar a mão na massa, para explorar vários aspectos da educação. Pode ser com a intenção de aproximar o grupo. Pode ser com a intenção de fazer uma investigação em ciências. Pode ser com uma intenção de contar uma história na aula de português. Dependendo da intenção do educador, o mão na massa pode ser potente se desenhado com aquele olhar", disse Paola.

Diversos projetos foram desenvolvidos pelos estudantes e professores durante as atividades nos Fab Labs, que no caso da unidade do CEU Anhanguera, envolveram professores do fundamental 1 e também de matemática e educação física do fundamental 2, entre outros. A partir desses encontros, surgiram o jogo de dominó feito com a cortadora a laser e a impressora 3D, um jogo africano de matemática que trabalha adição e subtração, chamado Mancala, brinquedos para a brinquedoteca de uma das escolas e troféus e medalhas para serem distribuídos após as competições de educação física. "Em cada situação, adaptamos as oficinas dependendo do interesse das crianças", explica Simone Kubric Lederman, do Instituto Catalisador.

Um professor de matemática que já fazia maquetes dentro da própria escola, descobriu no Fab Lab um espaço onde isso faz muito mais sentido, seja pelo material disponível ou pela possibilidade de reunir diferentes alunos. "Era um professor que já tinha o olhar para tirar a geometria do plano bidimensional e trabalhar o tridimensional. Para ele, o Fab Lab foi uma ampliação e a possibilidade de ter parcerias, pois os técnicos também estão interessados em ajudar", diz Simone. Para mostrar como o trabalho leva um tempo de maturação, a representante do Catalisador conta que uma professora de história que organiza teatro com o 5º ano que não havia visitado o espaço durante as aulas só ficou sabendo de como o espaço pode ajudá-la na devolutiva que o Porvir acompanhou em 27 de outubro. "Deu um clique nela que mostrou que ela poderia ir ao Fab Lab e usar equipamentos que não tinha à disposição na escola para construir um navio negreiro".

Na reunião que aconteceu no Fab Lab do CEU Parque Anhanguera, que fica no mesmo terreno da escola, professores e a coordenação pedagógica da escola discutiram os resultados e possíveis desdobramentos do projeto e foi oferecida mais uma oficina livre, com a participação de 16 alunos. Eles construíram um kit eletrônico chamado Kit Rute para o laboratório. O kit pode ser montado com o aproveitamento de componentes de aparelhos eletrônicos antigos, como leitores de DVDs, joysticks de videogames, rádios, entre outros.

No início da oficina de eletrônica básica, ministrada pelo educador de computação física Josemar Moura, as crianças estavam quietas, mas seus olhos mostravam bastante curiosidade. Ao final do trabalho de três horas, o clima era outro. Todos estavam animados, sorridentes e interessados no aprendizado. "Sempre gostei de tecnologia. Mexer em um circuito e ver o resultado que deu é muito legal. Foi a primeira vez que participei e amei. Vou me inscrever no curso de eletrônica", disse Kyldere Araújo Trindade, 12, aluno do sexto ano do ensino fundamental. A reação foi parecida com a dos colegas. "Foi legal, porque aprendi coisas novas. Mexi em máquinas que não conhecia. O professor de matemática falou que ia ter, e eu falei que queria participar", afirmou Gabriela Ferreira da Silva, 11, outra aluna do sexto ano.

Segundo Josemar, a montagem do kit dá uma sensação de realização nos estudantes ao verem que podem fazer algo funcionar. "No começo, ficam tímidos, depois se engajam e querem continuar a fazer. Além disso, o trabalho aguça a curiosidade, porque eles podem brincar e se desafiar, criando novos componentes com sucata", afirmou.

Ao final do projeto do Instituto Catalisador, que teve o apoio financeiro do Instituto MRV, as coordenadoras irão organizar registros, levantar os números atingidos, produzir um artigo e publicar depoimentos em vídeo sobre a experiência. "Nosso objetivo é que as escolas aproveitem as ideias que apareceram durante o processo de trabalho do projeto e se apropriem disso, desenvolvendo novas atividades que façam sentido para cada uma delas", diz Simone.

De acordo com Simone e Rita Junqueira de Camargo, também integrante do Instituto Catalisador, é possível conferir os resultados do trabalho ao ver que houve engajamento dos participantes, que aconteceram parcerias espontâneas, que eles chegaram a um produto final, a partir de um processo estabelecido por eles, além de exercitarem a tentativa e acerto, a persistência, a formulação de perguntas e a inclusão de todos.

Para Reynaldo Pereira, professor de educação física da EMEF CEU Parque Anhanguera, a relação da escola com o Fab Lab é muito importante. "Mostra quanto a gente aprende com a interação. Precisamos ter mais espaços como este introduzidos nas escolas para que voltemos a perceber que a nossa relação é de troca mesmo", disse.

A turma do quinto ano do ensino fundamental da professora Elaine Soraia Souza de Oliveira, da mesma escola, criou um jogo de tabuleiro. "Gostei. Foi bem interessante. Na aula, eles dispersam com facilidade. Aqui, ficaram concentrados, se organizaram para fazer o trabalho. Quero voltar para fazermos um outro jogo", afirmou.

A coordenadora pedagógica da EMEF CEU Parque Anhanguera Gabriela Vilhagra afirma acreditar que o uso do Fab Lab irá entrar no dia a dia da escola. "Os projetos são moldados ao longo do ano. Agora, sabendo que o laboratório está lá, a probabilidade de os professores incluírem trabalhos no ano que vem é grande", afirmou. Para ela, o empoderamento do aluno e a socialização são os pontos altos do uso do laboratório. "Até um aluno inquieto, agressivo em sala, se encaixou. Lá, ele sabia o que queria. O fato de estar em um ambiente externo também ajudou."

A rede de Fab Labs Livres SP tem 12 espaços espalhados por São Paulo, mantidos por uma parceria da prefeitura da cidade e do Instituto de Tecnologia Social. Qualquer pessoa a partir de 10 anos de idade pode participar das atividades. "Este projeto ajudou a fazer com que os professores conhecessem o Fab Lab. Agora temos muitos projetos com a escola", disse Vinicius dos Santos, técnico do laboratório. O profissional conta que as crianças que participaram do projeto do Instituto Catalisador se interessaram bastante pelos trabalhos feitos em marcenaria e pelo kit Rute. "Eles adoraram mexer com os componentes eletrônicos", afirmou.

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"Fizemos uma sensibilização com os educadores, primeiro na escola. Colocamos os educadores com a mão na massa, fazendo alguma coisa. O que a gente trabalhou especificamente foi, primeiro, de fazer eles sentirem a potência de colocar a mão na massa, para explorar vários aspectos da educação.

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O Seed Lab é um projeto desenvolvido pelo Departamento de Políticas e Tecnologias Educacionais (DPTE) da Secretaria de Estado da Educação do Paraná selecionado pela Fundação Lemann e pelo Instituto de Tecnologia da Universidade de Massachusetts (MIT), por meio do Desafio Aprendizagem Criativa Brasil 2017. Esse projeto prevê o desenvolvimento de tecnologias pelos próprios alunos, utilizando-se da aprendizagem criativa, busca a promoção de iniciativas "maker", ou seja, a ideia é inovar, experimentar,  inventar e compartilhar as produções criadas por estudantes, professores e comunidade.

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Ambiente destinado, especialmente, aos professores e educadores da rede estadual de ensino do Paraná, onde estão disponíveis as diretrizes curriculares, informações sobre formação continuada, programas e projetos, diversos recursos didáticos para o trabalho em sala de aula, sistemas de consulta relacionadas a ficha funcional dos profissionais.

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Provavelmente, você já esbarrou com a sigla DIY na internet, certo? Seja no YouTube, no Facebook ou em fóruns de discussão, o fato é que o movimento chamado de "faça você mesmo" tem ganhado cada vez mais força. Mas, afinal, você sabe o que é DIY? Bom, a sigla significa, em inglês, Do it Yourself (ou faça você...

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Fazedores - Tudo sobre o Movimento Maker no Brasil

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Provavelmente, você já esbarrou com a sigla DIY na internet, certo? Seja no YouTube, no Facebook ou em fóruns de discussão, o fato é que o movimento chamado de "faça você mesmo" tem ganhado cada vez mais força. Mas, afinal, você sabe o que é DIY?

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What's the Maker Program Starter Kit?

If you're looking to start up a new maker program or you want to find fresh ideas for an existing one, then this kit is for you. Even if you only know a little about project-based learning or you've never heard of makerspaces before, the starter kit is the perfect place to find out more.

Our free, step-by-step guide is packed with resources, tips and inspiration to help you launch a successful maker program.

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Makerspace, Maker Programs Made Simple with Project Based Learning.

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If you're looking to start up a new maker program or you want to find fresh ideas for an existing one, then this kit is for you. Even if you only know a little about project-based learning or you've never heard of makerspaces before, the starter kit is the perfect place to find out more.

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FabLearn Digital Fabrication in Education

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FabLearn disseminates ideas, best practices and resources to support an international community of educators, researchers and policy makers committed to integrating the principles of educational makerspaces and constructionist learning into formal and informal K-12 education.

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Curso do Google (em inglês)

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Computational Thinking (CT) is a problem solving process that includes a number of characteristics and dispositions. CT is essential to the development of computer applications, but it can also be used to support problem solving across all disciplines, including math, science, and the humanities. Students who learn CT across the curriculum can begin to see a relationship between subjects as well as between school and life outside of the classroom.

CT involves a number of skills, including:

Formulating problems in a way that enables us to use a computer and other tools to help solve them

Logically organizing and analyzing data

Representing data through abstractions such as models and simulations

Automating solutions through algorithmic thinking (a series of ordered steps)

Identifying, analyzing, and implementing possible solutions with the goal of achieving the most efficient and effective combination of steps and resources

Generalizing and transferring this problem solving process to a wide variety of problems

These skills are supported and enhanced by a number of dispositions or attitudes that include:

Confidence in dealing with complexity

Persistence in working with difficult problems

Tolerance for ambiguity

The ability to deal with open ended problems

The ability to communicate and work with others to achieve a common goal or solution

CT concepts are the mental processes (e.g. abstraction, algorithm design, decomposition, pattern recognition, etc) and tangible outcomes (e.g. automation, data representation, pattern generalization, etc) associated with solving problems in computing. These include and are defined as follows:

Abstraction: Identifying and extracting relevant information to define main idea(s)

Algorithm Design: Creating an ordered series of instructions for solving similar problems or for doing a task

Automation: Having computers or machines do repetitive tasks

Data Analysis: Making sense of data by finding patterns or developing insights

Data Collection: Gathering information

Data Representation: Depicting and organizing data in appropriate graphs, charts, words, or images

Decomposition: Breaking down data, processes, or problems into smaller, manageable parts

Parallelization: Simultaneous processing of smaller tasks from a larger task to more efficiently reach a common goal

Pattern Generalization: Creating models, rules, principles, or theories of observed patterns to test predicted outcomes

Pattern Recognition: Observing patterns, trends, and regularities in data

Simulation: Developing a model to imitate real-world processes

See our Computational Thinking Concepts Guide for a printable version of this list, along with teaching tips for each concept.

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Google for Education: Computational Thinking

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Computational Thinking (CT) is a problem solving process that includes a number of characteristics and dispositions. CT is essential to the development of computer applications, but it can also be used to support problem solving across all disciplines, including math, science, and the humanities.

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Lições e atividade interativas Hacking STEM

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Lições e atividade interativas Hacking STEM

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STEM lesson plans & hands-on activities | Microsoft Education

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Enrich science, technology, engineering, and math (STEM) lessons with Microsoft STEM resources for Office 365 developed by teachers.

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Neste item do site Scratch Brasil encontram-se as principais notícias, jogos, animações, vídeo aulas, entre outros temas sobre o Scratch.

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Os conteúdos do Programaê! estão disponíveis gratuitamente e abordam as temáticas de pensamento computacional, programação plugada e desplugada, robótica e narrativas digitais.

Sobre o Programaê!

O Programaê! foi idealizado em 2014 pela Fundação Telefônica Vivo, junto com a Fundação Lemann, para contribuir com o aprendizado e a propagação da lógica de programação e da cultura digital para educadores e estudantes, tornando o universo da programação acessível e proporcionando a multiplicação de experiências pedagógicas para esse público. A iniciativa fez parte do portfólio de projetos da Fundação Telefônica Vivo até 2022.

No projeto, foram desenvolvidos materiais sobre práticas pedagógicas orientadas por conteúdos e atividades de pensamento computacional, programação plugada e desplugada, robótica e narrativas digitais oferecidas por professores de escolas públicas.

Os conteúdos do Programaê! estão disponíveis gratuitamente.

Conheça o Pense Grande Tech

O Programa Pense Grande Tech contribui com o desenvolvimento de competências digitais em educadores e estudantes por meio do apoio a redes públicas de ensino com foco no Ensino Médio. Clique aqui e saiba mais.

Conteúdos Didáticos do Programaê!

Para ampliar e fortalecer o acesso à formação continuada de educadores, a Fundação Telefônica Vivo oferece os cadernos Programaê! Práticas Pedagógicas: a Cultura Digital na Resolução de Problemas.

São três volumes, voltados aos ciclos de formação do Fundamental I, Fundamental II e Ensino Médio.

Acesse os Planos de Aula do Programaê! e trabalhe o tema da Cultura Digital com os seus estudantes.

Planos de Aula do Programaê!

A Fundação Telefônica Vivo disponibiliza, gratuitamente, os planos de aula oferecidos pelo Programaê!. Descubra maneiras de introduzir a lógica da programação em sala de aula durante todo o ano.

Os conteúdos estão alinhados à Base Nacional Comum Curricular (BNCC) e são voltados para o desenvolvimento das tecnologias digitais nas temáticas de Pensamento Computacional e Programação Desplugada.

Clique aqui para saber mais sobre Pensamento Computacional e como a Fundação Telefônica Vivo apoia o desenvolvimento de competências digitais em educadores e estudantes.
Clique nas abas abaixo e acesse os planos de aula.

Política de Privacidade

Usamos cookies para melhorar a sua experiência de navegação. A aceitação da Política de Privacidade possibilitará a visita ao nosso site.

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Conheça o Programaê! - Fundação Telefônica Vivo

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O Programaê! traz conteúdos e atividades de pensamento computacional, programação, robótica e narrativas digitais.

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DESAFIO DO CÓDIGO - Numa Galáxia bem Perto de Você

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Aprenda a programar um computador. Seu futuro vai depender cada vez mais desse conhecimento. Aprenda a hackear tudo a sua volta e transformar a sua realidade como quiser. Garantimos que vai ser muito divertido!

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Programming for kids, made with love. Easy to follow lessons focused on student outcomes so you can teach your students to code.

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Mildred Johnson, North Salisbury Elementary School

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Code with Google’s goal is to make sure everyone has access to the collaborative, coding, and technical skills that can unlock opportunities in the classroom and beyond.

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Over 5,000 Award-Winning Lessons

Tynker empowers over 100 million students and serves over 150,000 schools worldwide.

Mod Minecraft

Make your own skins and experience basic Minecraft modding with Tynker.

Learn Python

Learn to code browser-based games using Python, pen drawing and Turtle graphics.

Explore AI

In this exciting elective course, you'll explore artificial intelligence and machine learning - with JavaScript.

Empower the Next Generation with Tynker -
Unleash Creativity and Innovation in Kids Everywhere

Approved by Educators.
Loved by Kids

Story Based Lessons

Kids learn with block-based coding before transitioning to text-based languages like JavaScript and Python.

Built-in Tutorials

Tynker's interactive lessons break down coding fundamentals as they solve fun puzzles.

Interactive Assessments

Quick practice quizzes and assessment tests evaluate's a child's comprehension of subjects taught.

Explore Curriculum

Why Should Kids
Learn to Code with Tynker?

Because technology is so integrated into virtually every aspect of our lives, learning about it is more important than ever. Our coding platform makes it convenient and fun for kids and teens to gain knowledge that will serve them well throughout their lives. You can count on our trusted methods to help them develop and grow their capabilities with computers.

Tynker isn't just for schools and coding camps, though. Parents who value STEM education and want their children to know how to code should know that our kids programming platform can be used at home, too. Tynker offers a range of coding for kids solutions with icon-coding for pre-readers, block-based coding, and advanced courses in Python, JavaScript, data science, art, and image processing. There are quarterly, yearly and lifetime plans which include access for up to 3 children, and our online classes for all ages are an excellent way for them to gain the supplemental STEM skills needed for their future.

Trusted by Leading Brands

Our methods for learning to code all are provided within a safe, moderated community that is built around encouraging students to gain confidence in their abilities and do so without fear of failure.

Frequently asked questions

Is coding good for kids?

We're living during a high-tech revolution, witnessing life-changing advancements in medicine, environmental conservation, and much more. At the core of all these amazing projects and discoveries is CODE. Code can be the thing that differentiates your child from peers and allows them to stand out as an asset for companies when they are looking for employment. The children who learn to code today will become the creators of the technology tomorrow. Learning how to code can help children make a major contribution to the world that they live in and make a lasting impact.

As kids and teens learn to code, they also build essential skills like critical thinking, logic, and problem-solving. They learn to logically sequence events, create playable games, tell good stories, and model real situations. They also learn computational thinking by developing algorithmic and design thinking abilities. Coding for kids has become an essential element of a child's education and an excellent way to express their creativity and imagination.

How do I start my child coding?

Coding, otherwise known as programming, is a creative activity for all children. Your child might not care about writing data processing algorithms, but they might enjoy creating games, programming music, designing websites, or just playing with code. Learning to code is for everyone; you don't have to be good at math or a "techie" to learn how to code. Kids as young as five can learn to code and pick it up faster than most adults.

When your kids are starting, pick a program like MIT's Scratch or Tynker Junior app. The visual style of these programs makes it easy for young children to learn to code. Scratch and Tynker have a graphical interface that works. Drag-and-drop code blocks snap together. Pieces of code that don\'t make computational sense won't fit together, making syntax errors impossible.

Older children can learn to code with Python by building games, art, music, and more. Some programs like Tynker offer a placement test to set your child on the right track for their age and experience level.

What age is best to introduce coding to kids?

Every child learns at their own pace. They can learn different subjects at varying rates and ways. Experts believe that children should learn coding at an early age. According to MIT, the best age for kids to start learning coding languages such as Scratch Jr or Tynker Jr is from 5 to 7. Many programs allow your children to progress at their own pace or hire an instructor to help them move along.

With Tynker, a placement test will place your child on the correct path based on age and skill level, and Tynker supports children up to age 18 with real-world text languages like Python and JavaScript. Children progress to more difficult coding courses with the support of interactive tutorials and video instructions at their own pace.

Which is the best coding for kids program?

With so many great services available, learning to code has never been easier! For example, Scratch and Tynker provide innovative visual coding languages that make coding fun. Coding is a great way to broaden your child's worldview and develop their creativity, critical thinking, and problem-solving skills. Here are a few coding for kids options to review:

Game-based learning -Game-based platforms such as Tynker and the challenges on Code.org motivate kids to use code to complete game levels.

Independent learning with Scratch -Scratch from MIT is a great way of getting started with code. Although they don't have courses, there's a vibrant community to learn from.

Online courses-Enroll in a Python or JavaScript course on Codecademy or Tynker or learn to code with Processing on Khan Academy. Tynker offers advanced courses like Processing 1, using p5.js to introduce the foundational concepts of art and computer science.

Build an app-Learn to build your own iOS app using Swift. Install the Swift Playgrounds app by Apple.

Use a book-Learn by following along with books like Mission Python, Super Scratch Programming Adventure, or Coding with Minecraft. Tynker has a series of super-informative coding activity books, including Code These Games, Code These Minecraft Mods, and Code This Art.

Why is coding needed?

Coding is the method of giving a computer instructions to perform a specific task. You may also hear coding referred to as software programming or computer programming. These instructions are communicated using a language that computers can understand, like visual blocks, JavaScript and Python.

Coding for kids lays the groundwork for our world's technology, from microprocessors in everyday items like refrigerators and water heaters to sophisticated programs that run our cars and buildings. Learning to code is a great opportunity for children of all ages to develop their problem-solving and critical thinking skills, while building the necessary focus and organization to see projects through to completion.

Coding usually begins with drag-and-drop visual programming in which children connect blocks together to make programs. Visual programming teaches the fundamental concepts without typing or syntax by placing the focus on the logic behind the code. Once they've learned the basics, children can transition to real-world programming languages like Python, JavaScript, and C.

From online coding courses and games to offline learning, from in-person coding instruction to live online tutoring, there are endless coding resources available. The best coding platforms and programs like Scratch, Code.org and Tynker give children of all ages and experience levels the ability to code while making the process fun and engaging.

Why should we use Tynker coding for kids?

Tynker is the world's number one coding platform for children ages 5 to 18 for a reason-it works! Tynker powers the creativity of over 100 million students and serves thousands of schools and educators worldwide.

Tynker's award-winning, gamified courses and coding for kids activities encourage kids to complete projects as they have fun, allowing them to progress from novices to experts using languages like Python. Tynker's interactive lessons have built-in tutorials for all ages and skill levels. Our highly-rated mobile app (4.7 stars) lets students take Tynker on the go. Learning how to code with Tynker unlocks and empowers children's creativity, teaching them life-long skills they can use today and into the future.

How do I teach my 7 year old code?

Learning to code is for everyone; you don't have to be good at math or a "techie" to learn how to code. Kids as young as five can learn to code and pick it up faster than most adults. Tynker Junior is a fun, interactive way to spark your kid's interest in coding. Kids (ages 5-7) learn coding basics by connecting picture blocks to move their characters. Tynker's immersive game-like coding courses and interactive lessons with built-in tutorials are perfect for beginners 5+ through experts 18+.

What options are there for coding for teens?

Code.org has a year-long course in Computer Science Principles that introduces students to the foundational concepts of computer science and challenges them to explore how computing and technology can impact the world.

Tynker has coding for kids courses that align with subject standards like CCSS-ELA, CCSS-Math, NGSS and CS standards such as CSTA, ISTE, CA CS, UK National Curriculum, and several state-level standards like TEKS.

Tynker is recognized by College Board as an endorsed curriculum provider for AP Computer Science Principles and AP Computer Science A.

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Coding For Kids, Kids Online Coding Classes & Games | Tynker

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Tynker makes it fun and easy to learn computer programming. Get started today with Tynker's easy-to-learn, visual programming course designed for young learners in 4th through 8th grades.

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Anti-virus Warnings

A few browsers and anti-virus software, such as Norton, may give warnings for Pivot. These are false alarms that can occur because some will flag anything that they don't recognise. The Pivot installer does include offers for other software, but they're all optional during installation and will not harm your computer. Pivot and the installer are safe.

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A few browsers and anti-virus software, such as Norton, may give warnings for Pivot. These are false alarms that can occur because some will flag anything that they don't recognise. The Pivot installer does include offers for other software, but they're all optional during installation and will not harm your computer.

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A Hora do Código começou como uma introdução de uma hora à informática, projetada para desmistificar o "código", para mostrar que qualquer pessoa pode aprender o básico e ampliar a participação no campo da ciência da computação. Desde então tornou-se um esforço mundial para celebrar a ciência da computação, começando por atividades de codificação de uma hora, mas expandindo-se para todos os tipos de iniciativas comunitárias. Confira os tutoriais e atividades. Esta campanha popular é suportada por mais de 400 parceiros e 200.000 educadores em todo o mundo.

The Hour of Code takes place each year during Computer Science Education Week. The 2019 Computer Science Education Week will be 9-15 de dezembro, but you can host an Hour of Code all year-round. Computer Science Education Week is held annually in recognition of the birthday of computing pioneer Admiral Grace Murray Hopper (December 9, 1906).

Cada estudante deve ter a oportunidade de apreender Ciências da Computação. Ajuda a nutrir as habilidades de resolver problemas, lógica e creatividade. Ao começarem cedo, os estudantes terão uma base para o sucesso em qualquer carreira do século XXI. Consulta mais estatísticas em Code.org.

Start planning here by reviewing our how-to guide. You can organize an Hour of Code event at your school or in your community - like in an extracurricular club, non-profit or at work. Or, just try it yourself when 9 de dez arrives.

A Hora de Código é organizada pela Code.org, uma entidade sem fins lucrativos dedicada em expandir a participação em ciências da computação, tornando-a acessível em mais escolas, e aumentando a participação de elementos do género feminino bem como estudantes de etnias subrepresentadas. Paralelamente, foi também formada uma coligação de parceiros sem precedentes afim de promover a Hora de Código - na qual se incluem a Microsoft, Apple, Amazon, entre outras.

Of course. Hour of Code activities are self-guided. All you have to do is try our current tutorials, pick the tutorial you want, and pick an hour - we take care of the rest. We also have options for every age and experience-level, from kindergarten and up. Start planning your event by reading our how to guide.

Code.org tutorials work on all devices and browsers. You can see more information about Code.org's tutorial tech needs here. Tech needs for non-Code.org tutorials can be found on code.org/learn in the tutorial specific description. Don't forget we also offer unplugged activities if your school can't accommodate the tutorials!

Não. Temos tutoriais da Hora de Código que funcionam em PC, smartphones, tablets, e até alguns que nem sequer requerem computador! Poderás ligar-te onde quer que estejas, com o que quer que tenhas.

Aqui vão algumas opções:

Trabalhar em pares. Estudos mostram que os alunos aprendem melhor quando programam em pares, partilhando um computador e trabalhando em conjunto. Encoraja os teus alunos juntarem-se em grupo.

Usa um ecrã de projecção. Se houver um projector à disposição bem como um computador com ligação à internet, todo o grupo poderá fazer a Hora de Código em conjunto, vendo os vídeos, e resolvendo os quebra-cabeças ou respondendo às questões por turnos.

Sem ligação à internet. Oferecemos tutoriais que não requerem computador.

Anyone can organize an Hour of Code event, anywhere in the world. Last year, students worldwide joined together for the Hour of Code. Find out more here.

Se pretendes tornar-te num parceiro para concepção de tutoriais, consulta a nossas directrizes e instruções. Gostaríamos obviamente de oferecer um conjunto de opções envolventes, contudo é importante referir que o objectivo principal é optimizar a experiência para alunos e professores novos às ciências da computação.

No. Absolutely no signup or login is required for students to try the Hour of Code. Most of the follow-on courses require account creation to save student progress. Also, signing up for the Hour of Code does NOT automatically create a Code Studio account. If you do want to create accounts for your students, please follow these instructions.

Our Star Wars and Minecraft tutorials are great for high schoolers, especially the Star Wars JavaScript version and the free play level on both tutorials. Alternately, we recommend trying one of the beginner tutorials on code.org/learn to start, such as the tutorial with Angry Birds or with Anna and Elsa. A high school student should be able to finish one of these in 30 minutes and can then try a more advanced tutorial in JavaScript, such as Khan Academy or CodeHS.

The Hour of Code tracker isn't an exact measurement of usage. We do not count unique student IDs perfectly when tracking participation in the Hour of Code, especially because we don't require students to log in or register. As a result, we both over-count and under-count participants at the same time. Read all the details here.

We're so sorry you aren't seeing your event on the Hour of Code map. Because of the tens of thousands of organizers who sign up, the map aggregates the data and displays one point for several events. If you click the events page link below the map you will be directed to a list of all events by state and can find your event listed there. Additionally, given the thousands of people signing up for the Hour of Code, the map and event list usually takes 48 hours to update. Check back in a few days!

The goal of the Hour of Code is not to teach anybody to become an expert computer scientist in one hour. One hour is only enough to learn that computer science is fun and creative, that it is accessible at all ages, for all students, regardless of background. The measure of success of this campaign is not in how much CS students learn - the success is reflected in broad participation across gender and ethnic and socioeconomic groups, and the resulting increase in enrollment and participation we see in CS courses at all grade levels. Millions of the participating teachers and students have decided to go beyond one hour - to learn for a whole day or a whole week or longer, and many students have decided to enroll in a whole course (or even a college major) as a result.

Besides the students, another "learner" is the educator who gains the confidence after one hour that they can teach computer science even though they may not have a college degree as a computer scientist. Tens of thousands of teachers decide to pursue computer science further, either attending PD or offering follow-on online courses, or both. And this applies to school administrators too, who realize that computer science is something their students want and their teachers are capable of.

Above all, what all participants can learn in an hour is that we can do this.

Anyone can host an Hour of Code at any time. The tutorials stay up year-round. You can expect all our tutorials and curriculum to be available on our site in perpetuity. Please go to our resources for event how-to guides and other resources to help make your Hour of Code event a success.

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A Hora do Código começou como uma introdução de uma hora à informática, projetada para desmistificar o "código", para mostrar que qualquer pessoa pode aprender o básico e ampliar a participação no campo da ciência da computação.

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Held on January 26, 2024, the Girls Who Code Hiring Summit: Early Career Edition is a one-day event designed to connect the Girls Who Code and wider communities with full-time job opportunities in the technical workforce and to connect hiring managers looking to meet a diverse slate of candidates for jobs. This event welcomes recent college and bootcamp graduates and young professionals to network with companies looking to connect with a talented, ambitious, diverse group of computer science students and professionals.

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coding for girls coding club summer coding girls code reshma saujani coding nonprofit brave not perfect

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Learn to code! Free summer programs and after-school clubs for teen girls. Explore coding in a fun and friendly environment. Find a program near you!

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Black girls all over the world are changing the face of technology. We are training thousands of girls to lead, innovate and create in science, tech, engineering and math.

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Computação Criativa: uma introdução ao pensamento computacional baseada no conceito de design

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Computação Criativa: uma introdução ao pensamento computacional baseada no conceito de design

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"I AM A CODER" LABELS

Print this sheet out on label paper to make your own "I AM A CODER" stickers!
Download "I AM A CODER" sheet as a PDF!

"BINARY NUMBERS" GAME

Learn how binary numbers work by playing the same game Hopper and Eni play in Secret Coders!

Download the "Binary Numbers" Game as a PDF!

"FUN WITH CODING" PUZZLE

This two-page puzzle asks you to give lists of instructions (also known as programs) to a robot turtle! A great introduction to the concept of coding!

Download the "Fun with Coding" Puzzle as a PDF!

UCBLOGO INSTALLATION GUIDE

In Secret Coders, Hooper, Eni, and Josh learn Logo, an ancient and nearly-forgotten programming language! You can learn Logo, too, by downloading and installing UCBLogo! UCBLogo is a Logo interpreter - a piece of software that allows your computer to understand the Logo language. You can download it for free here. If you need help with the installation process, check out these handy installation guides from Educational Technologist Gavin Maeda:
Download the UCBLogo Installation Guide for MacOSX! Download the UCBLogo Installation Guide for Windows 7! Download the UCBLogo Installation Guide for Windows 10!
LITTLE GUY 3D MODEL

If you have access to a 3d printer at your school, your local library, or your home, you can print a 3d model of Little Guy, the adorable robot turtle from Secret Coders!

Download the Little Guy STL file! Right-click (or Ctrl-Click on a Mac) and choose "Save As."

You can also purchase a print-on-demand Little Guy from Shapeways!

Here are a video and some photos of a Little Guy that was printed on a 2nd generation Cube 3d printer.

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"I AM A CODER" LABELS Print this sheet out on label paper to make your own "I AM A CODER" stickers! Download "I AM A CODER" sheet as a PDF! "BINARY NUMBERS" GAME Learn how binary numbers work by playing the same game Hopper and Eni play in Secret Coders!

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Kit educacional eletrônico acessível, livre, divertido e ecológico.

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RUTE, o kit educational eletrônico mais acessível do mundo.

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Com o Desafio Criativar, você tem a grande chance de virar o jogo, desenvolvendo a principal competência humana, que será valorizada em sua vida pessoal e profissional

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O Curiouser Lab é um programa de formação continuada de professores realizado no formato de um laboratório de experimentações para educadores. O projeto foi desenvolvido em pesquisa de doutorado em Ciência da Informação, linha de Comunicação e Mediação da Informação na Universidade de Brasília (UnB). O foco do Curiouser Lab foi o Letramento Informacional e Midiático com os educadores para o desenvolvimento de práticas pedagógicas mais contemporâneas.

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Entenda por que decidimos abrir a nossa metodologia.

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We're calling all 13-18 thinkers to share your best ideas with the world. We can't wait to see what you come up with!

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3D Printing to Raspberry Pi’s: How a Quiet Florida School Library Got Transformed by a Makerspace

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3D Printing to Raspberry Pi’s: How a Quiet Florida School Library Got Transformed by a Makerspace

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On any given day at Holy Trinity Episcopal Academy, visitors to the Lower School library might be surprised to find it bears little resemblance to the school libraries of years past.

Several 5th graders sit at computers, developing 3D luggage tags using Tinkercad to be printed on the nearby Makerbot 3D printer. On the central library tables, students are creating Rube Goldberg machines using physical manipulatives or the RubeWorks iPad app. The library is a buzz of activity and student engagement, punctuated with squeals of excitement. And overseeing the makerspace is librarian Judy Houser, a veteran educator who took the visionary step of transforming this once quiet library into a space where students not only learn to love reading, but learn to explore, create and innovate using a variety of tools.

Kiss the quiet library goodbye. Don't feel intimidated when adults come in and find the library is noisy-collaboration requires communication!

Judy Houser

Step 1: Research

Encouraged by her husband to purchase a Raspberry Pi for students to use, Houser discovered the Makerspace movement while researching how to incorporate the device into her curriculum. Intrigued to learn of other libraries that had incorporated makerspaces, she expanded her research. "It was obvious that a Makerspace in our library could provide unique opportunities for student-initiated exploration, invention and collaboration," Houser says.

Houser started by reading Invent to Learn by Sylvia Martinez and Gary Stager, and attended one of their workshops--but it didn't stop there. "I researched Makerspaces online, visited another school that had a Makerspace, and tweeted other educators for help. I also connected with other Makers in person and via email, and attended the 2014 ISTE conference," she adds.

Inspired by the possibilities, Houser approached some school parents who were professional architects to help design a plan for a corner of the library. Within a few months, the library's first-ever Makerspace was born.

Step 2: Funding and Tools

Funds for the Makerspace came in part from a grant from the Harris Corporation, a Melbourne based engineering firm. In addition to a 3D printer, Houser acquired a Raspberry Pi, a Makey Makey, snap circuits, gyrobots, Legos, and a variety of building materials for creating Rube Goldberg machines. Other Makerspace materials include recycled electronics that students can take apart and repurpose, a tool kit, and various conductive materials that can be found in anyone's garage.

"Eight old spoons and a Makey Makey, and your kids can make beautiful music together!" Houser chuckles.

Students contemplate a 3D printer. (Judy Houser)

Step 3: Transforming Teaching

Adding the Makerspace has inspired Houser to teach differently. "Previously, I would lecture and demonstrate during library lessons," she reflects. "There was discussion, but little opportunity for learning to be student-driven-the agenda was usually mine."

But with this Makerspace, that has changed. "Now, I make instructions accessible on a shared drive, demonstrate a few techniques, and then allow students to see what else they can make happen. They choose what they want to learn," she explains.

Not only are students choosing what to learn--they're teaching each other. Houser says that with these new tools and atmosphere, the students are "teaching other, and often teaching me, as they collaborate," adding that "It is becoming more common for students to ask for help from another student before they ask for it from me. We have had many opportunities to learn from our mistakes--the kids understand that revision is an important part of the design process."

What has surprised her most about the Makerspace, Houser says, is that it is a great equalizer. "Students no longer seek out the most popular students, but the ones who have similar interests or who have skills that they want to learn," she says. Currently, maker activities are explored by students in grades 2-6, with plans to include kindergarten and first- grade students in the near future.

Step 4: Looking Towards the Future

Student and parent reaction to the Makerspace, notes Houser, has been overwhelmingly positive, and when asked what tips she has for other teacher-librarians interested in creating a Makerspace, Judy smiles. "First, kiss the quiet library goodbye. Don't feel intimidated when adults come in and find the library is noisy-collaboration requires communication!"

From a practical perspective, Houser recommends getting as many people on board as you can. "Ask parents, members of your tech team or anyone else willing to stop by and lend a hand," she says. "Don't feel that you have to have a perfect space or that your Makerspace has to look like someone else's. Remember that it's about the process and not about the product."

Other suggestions included having parents to create their own Tinkercad accounts so their children can work on 3D print projects from home and using Maker and Rube Goldberg videos on youtube to give your students inspiration. The 'This Too Shall Pass' Rube Goldberg YouTube video (shown below) is a "phenomenal must-see," according to Houser.

Future plans for the Makerspace include a foray into wearable electronics and the addition of a laser cutter, to be funded by the school's Parent Association. Houser has also applied for a grant to help fund a class set of littleBits, which are electronic modules that kids can snap together to create circuits. And while the space is still technically a "library," Houser to open to further developments--especially given the student response.

"The library has always been a popular place on campus, but now I have to make the students leave when their class time is over!" she says.

NOTE: This article is part of EdSurge's Fifty States Initiative (representing the state of Florida).

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3D Printing to Raspberry Pi's: How a Quiet Florida School Library Got Transformed by a Makerspace - EdSurge News

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On any given day at Holy Trinity Episcopal Academy, visitors to the Lower School library might be surprised to find it bears little resemblance to the school libraries of years past. Several 5th graders sit at computers, developing 3D luggage tags using Tinkercad to be printed on the nearby Makerbot 3D printer.

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Ensino Híbrido: Personalização e Tecnologia na Educação

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Ensino Híbrido: Personalização e Tecnologia na Educação

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Neste curso, oferecido pela Fundação Lemann em parceria com o Instituto Península, você terá a oportunidade de aprender, a partir de experiências reais, como integrar as tecnologias digitais no seu contexto escolar. As vivências compartilhadas pelos diferentes professores envolvidos neste curso lhe proporcionará reflexões sobre os modelos de Ensino Híbrido e sua relação com a personalização do ensino.

A expectativa é apresentar a você possibilidades de integração das tecnologias digitais ao currículo escolar, de forma a alcançar uma série de benefícios no dia a dia da sala de aula, entre elas: Aproximação da realidade escolar com o cotidiano do aluno; Maior engajamento dos alunos no aprendizado; Melhor aproveitamento do tempo do professor; Ampliação do potencial do professor para intervenções efetivas; Planejamento personalizado. A carga horária prevista para a conclusão do curso é de 40h. Vamos lá? Comece agora mesmo!

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Ensino Híbrido: Personalização e Tecnologia na Educação

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Offered by Fundação Lemann. Neste curso, oferecido pela Fundação Lemann em parceria com o Instituto Península, você terá a oportunidade de aprender, a partir de experiências reais, como integrar as tecnologias digitais no seu contexto escolar. As vivências compartilhadas pelos diferentes professores envolvidos neste curso lhe proporcionará reflexões sobre os modelos de Ensino Híbrido e sua relação com a personalização do ensino.

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O Blog da Pipa é uma gostosa viagem. Ideias criativas sobre arte, design, fotografia, decoração, artesanato, educação, viagens e muito mais!

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Desvendado o significado de STEM e apontamos os principais ganhos que ambientes STEM trazem para as escolas e ainda ideias de implantação.

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Sutori is a collaborative tool for classrooms, ideal for multimedia assignments in Social Studies, English, Language Arts, STEM, and PBL for all ages.

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