“Apps have been changing the way people communicate, work and play. Traditional businesses, from media to retail, have been seeing their business models disrupted by start-ups that amass millions of users within the space of a few months with minimal marketing budgets.” (Vision Mobile, 2014) Apps have become an important part of our digital world today and the industry attracts developers and designers from across all age groups, from teenagers to 65+.
This workshop draws the link between Mathematics, Art and Computing and has been adapted from the workshop materials produced at Langley Grammar School. We look at the Fibonacci number sequence and the concept of the Golden Ratio and discuss how this has been applied to art and design throughout the ages, as well as being present in nature. Pupils are encouraged to explore the Fibonacci number sequence and how it is constructed.
This workshop enables pupils to lift the lid of computer graphics and explore how computers deal with the visually rich world around us. During this day pupils cover not only computational concepts, but also enable opportunities for coverage of programmes of study for Art, whilst building in numerical skills and understanding required for the Maths curriculum.
What makes a maze crazy? This workshop will inspire pupils to rise to the challenge to discover the answer for themselves. Developed at the Townley Grammar Digital Schoolhouse, this workshop provides pupils with an excellent foundation for programming and development. Pupils begin the day by working through the facts related to computers and using these as a starting point for discussion.
The Digital Schoolhouse has teamed up with the Education Department at Bletchley Park to create a lesson that teaches pupils how to use advanced spreadsheet functionality covered at Key Stage 2 and Key Stage 3 in a fun and exciting lesson using secrets and encryption as the focus of the lesson.
The day begins with a series of unplugged activities to introduce pupils to the fundamental concepts of databases. The skills and concepts developed here begin at a very simple level but progress to cover abstract concepts such as Relational Databases. The series has been aligned to match the scope, range and targets recommended in the Computing At Schools document "A Curriculum for Computing."
With pupils becoming increasingly digitally literate at a much younger age, it has become essential that we teach them the importance of not just how to stay safe online, but how to use technology responsibly. This workshop has been developed in collaboration with Disney Club Penguin to address the safeguarding agenda for e-safety and further develop important English Literacy skills in writing and comprehension, as well as Digital Literacy.
Helping students understand the importance and relevance of calculating the internal angles of shapes is something that can become a challenge to deliver. This project aims to address that whilst teaching computational thinking concepts i.e. problem solving. The Digital Schoolhouse has worked with the Langley Grammar School Maths and IT/Computing departments to ensure that the project meets the curriculum needs of KS2 teachers but also gives pupils the opportunity to experience teaching techniques used at KS3.
The ‘Computing through Dance’ project was developed by the Digital Schoolhouse and Langley Grammar School’s ICT Department to appeal to girls and incorporate computing in an innovative way into the curriculum. The project starts by creating flow charts of instructions to perform dance moves of a well know dance like; the Hokey Cokey, the rugby team (New Zealand And Tonga) Haka, Michael Jackson Moon Walk or a Tudor dance which many children study in Key Stage 2. The initial objective is to develop the understanding of a sequence and appreciate the importance of accurate instructions.