How to Raise an Inventor. Technology and engineering learning material for schools.
The project aimed to raise the interest of pupils in technologies from an early age and encourage teachers to teach robotics by providing them with quality learning material.
The "How to Raise an Inventor" project focused on innovative and exciting learning with micro:bits, Lego Mindstorms EV3, 3D printing and engineering tasks. The project partners created four modules to teach engineering, 3D modelling, micro:bit and Lego Mindstorms programming.
- “The MicroBits”
Learning to program a micro:bit MAKER with additional components, in order to make nice things.
- “The Art of Making” (Lego Mindstorms)
Building and programming robots using LEGO Education Mindstorms EV3 robotics kits
- “Build Arm-Wrestling Model” (3D)
3D modelling, printing and dynamic load testing, intuitive physics and mechanics, different tools for preschool and gymnasium
- “How to Make Ideas and How They Travel”
Design thinking, innovative engineering, design ideas and solutions to engineering problems
The learning material includes not only step-by-step material for learners but also a teacher‘s handbook. The project aimed to give teachers methodological guidelines to support them while handling topics that may be new to them.
The partners created an online training tool, “How to Raise an Inventor”, for pupils aged 11-13 (7th grade in most countries) to provide pupils with skills in STEAM and contribute to the formation of their future career choices. The tool is available in English, Lithuanian, Dutch, Polish and Latvian. The training tool consists of four modules. Teachers and learners acquire knowledge about the whole set of tools: micro:bit, Lego Mindstorms and 3D technologies.
Modules “micro:bit MAKER”, “The Art of Making” and “Build an Arm-Wrestling Robot” are based on the formulation of real-life technical problems, hands-on application of tools and search for problem solutions by applying “design thinking” methodology, which brings together skills in creative, critical and interdisciplinary thinking, teamwork and cooperation. The fourth module, “How to Make Ideas and How They Travel”, cultivates pupils’ user-value orientation and the ability to turn technological solutions into business solutions. This way, lesson materials link technical education with entrepreneurship training.
Teacher’s notes with methodology instructions and tips accompany each lesson or project. Based on the teachers’ feedback after the testing period, the module developers prepared recommendations about the use of each module. This makes the materials usable even for beginner teachers. All four modules together are sufficient for weekly technology classes or extra-curricular activities for the entire school year.
The lesson materials are available here: https://play.gaminu.eu/