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<< Objectives >>The aim is to integrate CT in early years. By studying this context, engineering an inclusive unplugged board game and training teachers we want to promote the development of CT competencies and implement activities that use scenarios relevant to our societal needs for students to transfer CT competencies to solving real-world problems. Through testing and evaluation, we want to better understand the impact of the project and disseminate our findings to evolve this field of research<< Implementation >>Activities see academics, teachers and product designers from the European countries of Malta, Greece and Portugal engaging collaboratively in the design, development and implementation of an inclusive, unplugged board game and related lesson plans. The target audience are students between 4 to 7 years, from kindergarten to level 2 and their teachers. Evaluation is to be carried out following a methodology that includes qualitative interviews, classroom observations and evaluation questionnaires<< Results >>We expect a classroom-ready, inclusive, unplugged board game, and for this to be meaningfully and pedagogically implemented following a set of associated lesson plans that explore the use of CT in real-world scenarios. We expect evaluation results to indicate a positive integration effort by teachers and evidence to support the students’ uptake of CT competencies for solving real-world problems. Ultimately, we expect to be able to disseminate positive practices with the wider community.
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