The development of technology and industry has shifted the concentration of population in urban areas, adding to the challenges for architects and designers in managing urban areas for a sustainable city and a secure future.
In this SDW22 our students will continue to investigate and to understand how important the combination of technology is in creating a healthier, more sustainable city for the planet. Students continue to raise their voice in the community and society about the importance of a friendly, green and healthy city.
We have integrated two themes: technology and architecture.
Our activities are based on the basic concepts of coding through Microbits, computer activities, as well as the importance of computer science and the introduction of new tools and approaches, such as visual programming tools, detached activities and coding for all subjects.
- Creating a more sustainable city for the system, for human health, economy and sustainable world.
- Increasing children’s motivation to learn STEM.
- Improving ITC skills.
- More mathematical knowledge.
- Using online applications to demonstrate results.
- Creating a good environment for STEM study within subjects, careers and other professions.
– Know the basic concepts of coding and understand why it is important in contemporary education.
– Explain why coding and computer science are important to students.
– Learn and think in a creative way.
– Recognize innovative tools and approaches, such as visual programming tools, detached activities, robotics, and coding for all subjects.
– Develop key competencies related to the importance of the global environmental problem and improve knowledge in their areas.
– Understand how cities can be more sustainable.
– List the elements that make a city more ecological.
– How these elements, such as renewable energy, food, affect our health and environment.
– Writing and drawing materials, for ecological city plan.
– Present the theoretical information and create an ecological city carpet in a creative way.
Demonstrate integrated ICT skills in their curriculum
1. Learn to integrate simple coding in cross-curricular learning topics, such as climate change and ecological city.
2. Recognize various unplugged activities, as part of group collaboration.
3. Understand how to create a specific problem-solving task.
4. Possess cognitive skills, for what students should apply, in order to solve the problems of the environment, climate change, and topics related to the ecological city during a certain task.
5. Have a good application of digital technology learning by developing digital competencies and skills, in order to improve them through the analysis of better data education.
6.Design and implement a lesson plan using recyclable tools in building an ecological city, various ideas and digital resources.
The event guides students through technology to help them, motivate and build strong knowledge on different topics. Many coding games have been created that can be used to create and interpret computer software – at any age, without a specific background and even without a computer.
Visual programming and unplugged activities offer a wide range of choices that break down any access barrier, having educational value and activating computer programming.
Technology is evolving in our daily lives. But this technological development must be in harmony with the environment.
The purpose of our event is to promote the tourist spots of our small country in Albania by simulating a trip of the robot Edmodo. This trip starts from the Fier city after Edmodo chooses one of the A or B buttons of the microbial tool. Microbit is programmed to display a city after each button that will be Edmodo’s next destination.
But this trip is not easy for him, since to get the ticket for the next trip he has to go through the challenges that are programmed in each city. These challenges are set as QR barcodes after travel tickets.
Developing students’ understanding of the algorithm and the “(IF-THEN-ELSE)” and “(IF, IF ELSE)” commands, the Edmodo tour goes further if it overcomes the challenge or otherwise receives the penalty by going back to the previous city.
The tourist has with him a map of Albania, or uses the web that we have created, which indicates in the travel itinerary and options A and B according to the selected destinations.
A digital map has also been created, for informational purposes, on the attractions of the cities of Albania: https://www.thinglink.com/scene/1505572517476040706
If the trip is as short as possible towards the ecological city, this makes the Edmodo a winner.
The game starts from our city Fier, (an Albanian city) in the direction of the alternative ticket selected A or B. If ticket A is chosen, the destination is, for example, the city of Shkodra. Else if the ticket is B, the destination is Vlora.
Shkodra city – the game challenge is in MAZE (students can create their Maze game with different roadblocks for the different levels). At the end of the labyrinth, there is ticket A (Vlora), else if student does not choose ticket A, then the ticket choice is B (Tirana).
City of Tirana – Challenge: Internet network, find the minimum number of paving stones that need to be used so that you can get from any house to any other house. In the end, the city is written, and the destination of the movement (Ticket A – Vlora or Ticket B – Shkodra).
City of Vlora —- Challenge: The puzzle game. If the emoji comes out J the player goes to the city on the Durres, if the emoji is L student returns to the city in Start (Fier city).
Durres city — Challenge: message in bottle. A challenge awaits them in this city: to decode the message in the bottle, which will orient the player to the next destination, Tirana or Berat city.
City of Berat—- Challenge: to complete cryptographic input-output, for example with input code 001000 find the output code 001010. If the player does it correctly, then they will choose the ticket A that leads them to the Ecological City, if not, they choose ticket B, and returns to Start, at Fier city.
City of Fier. — Challenge: quizzes. If the tourist answers correctly, he will get the ticket A that will take them to Berat/County Z, if they do not answer correctly, they will get the ticket B that will take them to Tirana/Country S.
The winner is the tourist who has discovered the fewest routes and cities, to the ecological city.
While the student continues the journey, a student of the class writes on the blackboard the itinerary that the student has followed and the number of routes to the end of the journey.(Challenges can be different in each city, they can be quizzes with information on the culture and tradition of each city, or coding games.)
ASDEF (Architecture, Science, Design, Engeering Fair)
“Marin Barleti” University organized the ASDEF fair, the first #STEAM fair, in our country, Albania, where the students of vocational and general high schools presented their projects from different fields such as #architecture #engineering #biology #design #robotics #art ,etc. The evaluation committee announced our school project “Edmodo tourist trip to the ecological city” as one of the 10 winning projects.
This project integrated two very important issues: coding that develops in students computer thinking and environmental protection through ideas and innovation in creating an ecological city. This victory gives the opportunity to the students of our school to participate in the international fair Tekno Fest 2022 in Turkey.
#STEM #coding #Scientix #education #citycological #ecocity #climatechange #steamfair #teknofestistanbul #teknofest #scienceprojects #sciencefair #ecological #renewableenergy
STEM , Edtech-Parents and Teachers conference
In order to involve as many teachers and parents in the SDW22 campaign and to get acquainted with STEM education, Edu-ACT center in collaboration with Barleti University and Scientix ambassadors, we organized the conference, as a hybrid event with the theme: “Edtech-Parents and Teachers conference” .
My presentation focused on:
1. Understanding STEM education
2. The importance of STEM 3
3. Practical examples of STEM activities at home and in the classroom with the aim of involving parents, industry and University as collaborators.