O weithdai


Rydym yn gweithio gydag ysgolion uwchradd yng Nghymru i gyflawni ein rhaglen Cyfoethogi STEM. Mae'r rhaglen yn ymgysylltu â chyfranogwyr dros y flwyddyn ysgol gyfan, gan ddarparu ystod o weithgareddau a gweithdai cyfrifiadureg a STEM. Caiff y sesiynau eu harwain gan ein tîm profiadol, a gallwch ddewis y gweithdai sy'n gweddu orau i anghenion eich disgyblion ar sail yr adnoddau sydd ar gael yn lleol. Rydym naill ai'n cyflwyno'r sesiynau'n rhithiwr, yn ymweld â'r ysgolion i ddarparu ar y safle, neu gellir dod â disgyblion i un o'n canolfannau rhanbarthol.

Nod pennaf ein rhaglen yw annog pob person ifanc i astudio pynciau STEM ôl-16 trwy gyflwyno cysyniadau damcaniaethol mewn ffordd hwyliog ac ymarferol. 

Mae Technocamps yn rhaglen ar gyfer Cymru gyfan. Ymhlith ein cynigion y mae gennym weithdai ar feddwl cyfrifiadurol, ieithoedd rhaglennu, gan gynnwys Python a Greenfoot, a chymorth ar gyfer y rhaglen TGAU trwy ein hadnoddau CS101.

Check out the workshops we have on offer below. Please note that other topics can be provided based on your needs. To book a workshop or to find out more, email us on info@technocamps.com.

Our very popular STEM and Computer Science workshops for schools support the digital curriculum and can be adapted based on your school’s needs. Workshops vary in length between 1 hour and half a day. All workshops are fully funded through support from the Welsh Government.


Abertawe


Year 3-6

Innovation and Exploration (Unplugged)

This session investigates the three steps of innovation: Discovery, Development and Distribution. Learners will delve into the evolution of technology before discussing the positive and negative impacts of different types of technology. The session will culminate with learners designing on paper their own technology to solve a problem (this can be linked to a class topic/theme).

Dysgu Peiriant

Have you ever asked yourself how does Alexa understand what I ask her? Or would you trust a machine to make life changing decisions for you? In this session you will discover how Machine Learning is being used in a variety of different ways from speech recognition to Google maps. You will then develop your knowledge regarding appropriate and non-appropriate data when training a machine before implementing your own Machine Learning Scratch game.

Micro:bits (year 4-7)

We offer a range of different Micro:bit workshops.

Climate Control

Find out the importance of microclimates in a world facing climate change. Learn how to use micro:bits to measure your local microclimate and the benefits of doing so. Discover how you can even use a micro:bit to control your microclimate to benefit you and your health.

Electrifying Micro:bit

Take micro:bits to the next level by using them as part of a larger circuit! Discover how electricity flows through the micro:bit allowing each component to work, and wire up the micro:bit to test the conductivity of different materials - including you!

Health & Wellbeing

Discover the usefulness of technology in monitoring your personal health and wellbeing. Use a micro:bit to code various health focused technologies - breathing exercises, mental health monitors, pedometers and more! You’ll be coding your way to a healthier lifestyle in no time!

Conservation Coding

Investigate the ways in which humans can affect the wellbeing of animals within our modern world. Use this knowledge to investigate how we can use technology to help animals and limit the damage we cause! From fighting light pollution to counting wild species, you will learn how to code your way to conservation!

Magical Maths Game

In teams of three build yourselves a maths game using micro:bits! Step by step we will add more features to our game so that by the end of the session we have a fully functioning maths game to play. Improve your digital skills by implementing new features and fixing problems in our code - all while doing incidental maths!

Morse Code

Do you know morse code? Get ready to learn it by sending your very own secret codes! Discover how you can use radio signals to have your micro:bits communicate with each other, then use this knowledge to build yourself a morse code transmitter and receiver. Start sending secret messages across the class and become an expert at decoding them!
This session can be linked to our Cryptography and White Feather workshops.

Musical Micro:bits

Let out your inner composer and become the new micro:bithoven! Use your coding skills to program your own melodies - one note (and chord) at a time. Discover the world of music and begin changing octaves to alter the pitch as you play. Don’t worry teachers - we’ll begin by learning how to wire a pair of headphones to the micro:bit!

Year 4-8

Cryptograffeg

We have a range of different cryptography workshops that can be adapted to suit a wide range of ages. The workshop introduces learners to cryptographic techniques both in ancient history and during the modern era. The learners will learn how to encode and decode using many different ciphers and can test their knowledge by completing our virtual version of the Break into the Box activity. By understanding and implementing these techniques, they will strengthen their logical thinking and mathematical skills.

Scratch Games

This workshop introduces learners to Scratch online programming whilst designing a basic game. They will learn how to draw shapes, add in a scoring system and a timer to model a basic computer/app game. This session can be linked to your current termly theme.
This session will require access to a computer and to scratch.mit.edu

Year 4-9

Roboteg

Requires use of a projector.
During this workshop learners will initially discuss the pros and cons of using robots for tasks before building their own LEGO Spike robots. Once built they will be shown how to program the robot using basic block coding and then will be set a variety of challenges including navigating a maze. This workshop has proven to be beneficial in developing the resilience of learners as they broaden both their team building and problem-solving skills.
An extension activity can be added where learners will programme the robots to become recycling robots able to distinguish between different colours and sort them accordingly.

Year 4-11

Meddwl Cyfrifiadurol

Focusing on the 4 strands of computational thinking, this session will provide learners with key skills that can be applied in all walks of life. Topics will include algorithms, abstraction, decomposition and pattern recognition. By the end of the session, learners will be able to use the skills they have learnt to solve problems in fun ways.

Year 5-6

Scratch Ecosystems

This workshop develops learners’ knowledge of ecosystems, in particular, food chains. They will broaden their knowledge by using Scratch by producing a game which is a simulation involving a habitat containing predators and prey. By the end of the session, they will have learnt how to add in predators and prey, and the effect of adding in extra predators on their habitat.

Year 5-7

Butterfly Hunter

Born in Wales, Alfred Russel Wallace came up with the theory of evolution at the same time as Charles Darwin after stumbling upon an unusual beetle in the Neath Valley. This workshop explores DNA and how this causes variation in a population. Learners will then design their own butterfly game in Scratch to model the process of natural selection.

Explore the Solar System

In this session pupils will initially learn the order of the planets and investigate how this links to their orbits. Following this they will design their own Solar System in Scratch.

Year 5-8

Networks and Communication

In this workshop we explore the many thousands of invisible signals passing through the air around us. We discuss different types of network from WiFi to Telegraph and explore different ways of transmitting both sound waves and electrical waves. Following an introduction to the Electromagnetic Spectrum we put our newfound knowledge into practice by programming Micro:Bits to send and receive on a DIY network.

Python Maths

An introduction to Python in a visual and artistic way. This session introduces the Python programming language which learners will learn and explore through the use of Turtle. learners will learn the initial commands and improve their computational thinking skills as they develop their ability to program. The session evolves to look at more complicated tools that are used throughout computer science such as for-loops, if statements and user feedback. MAT learners will move on to using lists and Python’s random library to do some quite advanced programming.

Why do people move?

This session starts with a discussion on migration and the factors that affect this. The session can be linked to The Andorra Start and World War 2. Learners will then use Scratch to model the effects of money, employment, war and family on populations within an area.

Year 5-9

Modelling Zombies

Have you ever wondered what would happen if a Zombie virus began spreading across the nation? Is it possible to stop the spread, how would you predict how many people might get infected and what measures could you put in place to slow the spread? As part of this workshop, learners will learn about the concept of disease modelling through a variety of fun activities and explore their links to global pandemics.

Technology, Ethics and The Future

This focuses on the evolution of technology and the ethical issues surrounding technology and its future developments. Learners will have to think outside the box about how different technologies can be ‘smart’ and how they can help us in the world today. An extension activity can be added but will require computer access. Learners will either build electronic circuits to replicate smart lights or use robotics to imitate autonomous vehicles, whilst considering the ethical concerns.

Year 6-8

Modeli Moleciwlau

Everything is made of particles! This workshop will firstly develop learners’ knowledge of atoms by using Scratch to animate the three states of matter: solid, liquid and gas. They will then discover the reactivity series and how we can use this to model displacement reactions using Scratch.

Year 7-9

Rocket Design

Learn the importance of 3D design and precision engineering in the modern world. The learners will begin with two hands on rocket experiments to stimulate the discussion on rocket design and flight. They will then take this knowledge and utilise 3D design software to produce the perfect rocket!

Systemau Eco Greenfoot

This workshop develops learners’ knowledge of ecosystems - food chains in particular. They will broaden their knowledge on the Java-based Greenfoot environment by producing a game which is a simulation involving a habitat containing predators and prey. They should be able to answer: What effect would adding more predators or prey have on the ecosystem? What happens if there is a shortage of producers?

Year 8-13

Arduino - Making SMART devices

Learners will design and build a smart device using an Arduino microprocessor. Initially they will use a virtual environment called tinkerCAD before implementing the same circuits using real components and testing the device in their classroom.

Year 9-11

Introduction to Game Maker

This session gives an introduction to designing and programming their own games using GameMaker Studio 2. The skills and concepts covered mirror what is used in the Games industry when designing games and implementing common features in basic platform/arcade games (on a smaller scale of course!) This will also be an excellent CPD opportunity for teaching staff looking to upskill for the Digital Technology qualifications. Requirements: GameMaker installed and available for the learners to use.

Web Development using Dreamweaver

This session gives an introduction to the concepts of developing websites and applying these to create their own using Adobe Dreamweaver. The learners will become familiar with both the Dreamweaver software as well as HTML development to allow them to implement their web designs. This will also be an excellent CPD opportunity for teaching staff looking to upskill for the Digital Technology qualifications. Requirements: Adobe Dreamweaver installed and available for the learners to use.

Adobe Animate

This session gives an introduction to the concepts of animation and applying these to create their own using Adobe Animate. The learners will learn to use the software and various animation techniques to allow their creativity to flourish. This will also be an excellent CPD opportunity for teaching staff looking to upskill for the Digital Technology qualifications. Requirements: Adobe Animate installed and available for the learners to use.

Year 9-13

Snap! Climate Change

Get ready for degree level data analysis - conveniently simplified with block-based programming! 'Snap!’ is a Scratch like software built to teach the foundations and concepts of data analysis. We will begin to analyse multiple public data sets such as sea level, surface temperature and atmospheric CO2 - intuitively discovering how to sort, filter, group and graph the data! Each additional block will show you how your data has been manipulated, giving you a step by step understanding of the functions you use. With a full day session, you can even begin to display your data in intuitive ways - using colourful data visualisation methods to understand the data!

Year 10-11

Algebra Boole

This session teaches GCSE/A Level learners everything they need to know about Boolean Algebra and how it underpins computer science. The first session looks at the 4 main Boolean Algebra operators OR, AND, NOT and XOR and how to visualise these working using a simple circuit simulator. The second session builds on these 4 operators and teaches learners about the laws of Boolean Algebra to simplify Boolean expressions.

GCSE Greenfoot

This session is aimed at GCSE Computer Science learners to give them an introduction to object oriented programming and teach them everything they need to know for a typical Greenfoot question in their Unit 2 exam. The session will look into what object-oriented programming is and why we use it before completing a follow-along Greenfoot tutorial where learners will learn the following, but not limited to: how to create a new world, populate it with characters, make the characters move randomly and with the keyboard, remove characters when two characters collide, add sounds to the program and add a counter to the program.

Assembly Language and LMC

Both of these sessions are aimed at GCSE Computer Science learners to give them an introduction to computer architecture and hardware. This also links to low level programming using the LMC simulator to teach them all they need to know for the topic within Computer Science GCSE. One session focuses on the Von neumann architecture and how this relates to the hardware found in a generic computer. The other session looks at assembly language programming in the Little Man Computer simulator and will develop learners' understanding of assembly language instructions such as input and output, storing and loading, adding and subtracting as well as the various forms of branching.


Tîm Prifysgol De Cymru


Scratch

Introduction to Scratch programming through a variety of projects such as games, quizzes, animations, and topic based projects – all adaptable for KS3 & KS4 pupils and to your requirements.

Python

Mae'r sesiynau hyn wedi'u hanelu at ddisgyblion CA3 hŷn a CA4 i roi cyflwyniad iddynt i ddylunio a rhaglennu eu gemau eu hunain gan ddefnyddio GameMaker Studio 2. Mae'r sgiliau a'r cysyniadau a gwmpesir yn adlewyrchu'r hyn a ddefnyddir yn y diwydiant gemau wrth ddylunio gemau a gweithredu nodweddion cyffredin mewn gemau platfform/arcêd sylfaenol (ar raddfa lai wrth gwrs!). Bydd y rhain hefyd yn gyfleoedd DPP rhagorol i staff addysgu sy'n paratoi at y cymwysterau Technoleg Ddigidol. Anghenion: Bydd angen Adobe Animate ar gael i'r disgyblion ei ddefnyddio.

Greenfoot

Cyflwyniad i Greenfoot, prosiectau Python i baratoi disgyblion at waith cwrs.

Micro:bits

Cyflwyniad i raglennu Microbits a Bitbuggy.

HTML

Cyflwyniad i HTML a datblygu sgiliau.

Roboteg

Introduction to Lego Robotics programming. Projects can be adapted for KS3 & KS4, project based and to your requirements.

Heb Ddyfais Electronig

Workshops without a need for a computer, such as Computational Thinking, Brain Games, Algorithms and Code Breaking.

TGAU Technoleg Ddigidol

Sgiliau allweddol sydd eu hangen ar gyfer y TGAU Technoleg Ddigidol, fel Adobe Animate a Dreamweaver.


Bangor


Cliciwch yma for the full workshop list.


Wrecsam


Cyflwyniad i Scratch

Scratch yw'r gymuned godio am ddim fwyaf i blant ar gyfer creu straeon, gemau ac animeiddiadau. Mae'r gweithdy hwn yn dysgu sut i ddechrau codio mewn iaith raglennu bloc Scratch sy'n agor y drws ar gyfer codio ar draws pob platfform.

Rhaglennu Scratch Pellach

Mynd â sgiliau rhaglennu i'r lefel nesaf gan ddefnyddio'r iaith raglennu gweledol wedi'i seiliedig ar flociau. Yn y gweithdy hwn, bydd dysgwyr yn archwilio'r ffiseg y tu ôl i fformatau gemau poblogaidd wrth ehangu eu sgiliau codio gyda swyddogaethau, newidynnau a dolenni.

Dysgu Peiriant

Creu gêm Pac-Man yn Scratch sy'n dysgu Pac-Man i osgoi'r ysbryd. Mae'r gweithdy hwn yn ddefnyddiol ar gyfer cyflwyno dysgwyr sut mae systemau dysgu peiriant yn cael eu hyfforddi, sut maen nhw'n cael eu defnyddio, a rhai o oblygiadau'r byd go iawn o gymwysiadau AI.

Meddwl Cyfrifiadurol

Creu gêm Pac-Man yn Scratch sy'n dysgu Pac-Man i osgoi'r ysbryd. Mae'r gweithdy hwn yn ddefnyddiol ar gyfer cyflwyno dysgwyr sut mae systemau dysgu peiriant yn cael eu hyfforddi, sut maen nhw'n cael eu defnyddio, a rhai o oblygiadau'r byd go iawn o gymwysiadau AI.

Transport That Doesn’t Cost the Earth

Faint o effaith amgylcheddol ac arbed costau y gall ail-ddylunio lorïau aerodynamig ar ein ffyrdd ei gael? Mae'r gweithdy hwn yn cyflwyno aerodynameg a CAD. Bydd dysgwyr yn cyfnewid lori blwch-ar-olwyn gyda'u dyluniad dyfodolaidd a'i redeg trwy dwnnel gwynt rhithwir.

Dyfeisydd Micro:bit

Mae BBC Micro:bit yn ficro-gyfrifiadur rhaglenadwy â llaw y gellir ei ddefnyddio ar gyfer nifer diddiwedd o greadigaethau. Bydd dysgwyr yn defnyddio codio ar sail bloc i greu rhaglenni a rhaglenni fflach ar y Micro:bit ac yna adeiladu a rheoli cylchedau electronig yn gorfforol.

Symudydd Micro:bit

Dewch i mewn i'r byd roboteg gan adeiladu robot micro:bit y gellir ei godio gyda Golygydd Microsoft MakeCode. Mae'r robotiaid yn defnyddio BBC micro:bit a bwrdd gyrwr modur y gellir eu clipio, i'w ganiatáu i guro, nyddu a llawer o driciau eraill. Cerbyd cwbl addasadwy.

Cerddoriaeth Micro:bit

Let’s make digital music by programming Micro:bits. First we run through a tour of how computers have been used for innovative music. We will use Microsoft MakeCode Editor for some block-based coding and then take things to the next level by coding in Python.

Gitâr Micro:bit

Mae'r gweithdy hwn yn defnyddio pecyn dyfeiswyr a phecyn sŵn Micro:bit. Yn gyntaf, byddwn yn efelychu ein cylchedwaith ar gyfer gitâr Micro:bit ac yna'n gweithio'n ymarferol gyda bwrdd bara, gwifrau, gwrthyddion, cynwysorau ac ymhelaethiad ar gyfer y peth go iawn i ddod ag electroneg a chod at ei gilydd i wneud sŵn!

Adeiladu Cyfrifiadur

Let’s take a look inside a machine that we take for granted and explore what each component does and why they are important. Starting from scratch, we will learn to build a PC, assembling physical components and also play a virtual build simulator to make a super computer.

Ceir Roced

Dysgu am rocedi a gwneud roced a fydd yn lansio i uchder o hyd at 100m heb gost. Dysgu am sut mae technoleg roced wedi'i datblygu i yrru'r car Bloodhound ac yna gwneud a lansio'ch car roced eich hun.

Celf Python Turtle

Byddwn yn dysgu gorchmynion cychwynnol ac yn gwella sgiliau meddwl cyfrifiadurol wrth ddatblygu ein gallu i raglennu yn Python trwy ddefnyddio llyfrgell Python Turtle sydd wedi'i gosod ymlaen llaw. Byddwn yn creu gwaith celf cymhleth gyda gorchmynion syml trwy ddarparu cynfas rhithwir.

Plotiwr Pen Robotiaid Edison

Make your very own printer using Edison Robotics and a felt-tip pen. This pen plotter can be programmed to draw different shapes using EdPy, Edison’s Python programming language. You will be programming a robot that controls the paper and a separate robot for the pen.

Crafanc Robot Edison

Byddwn yn defnyddio roboteg Edison i greu crafanc robotig y gellir ei raglennu gan ddefnyddio'r codau bar a grëwyd o iaith godio bloc EdScratch a sy'n cael ei reoli gyda theclyn rheoli teledu safonol i'w gyrru ymlaen, yn ôl, troelli ac agor/cau i godi gwrthrychau.

Robot Diogelwch Crumble

Yn y gweithdy hwn bydd dysgwyr yn adeiladu robotiaid diogelwch gan ddefnyddio roboteg Crumble. Byddant yn defnyddio cyfrifiadur ac yn ysgrifennu cod i ganiatáu i'w robotiaid ganfod symudiad gan ddefnyddio synwyryddion pellter ultrasonic ac ymateb gydag ên agoriadol, goleuadau sy'n fflachio a swnyn.

F1 mewn CAD Ysgolion

Cyfres o sesiynau tiwtorial llawn a fydd yn caniatáu i'r dysgwyr yn nhîm F1 yr ysgol ddefnyddio'r pecynnau 3D a argymhellir F1 mewn Ysgolion: Dyfeisiwr Autodesk a Fusion 360 a meddalwedd rendro i ddylunio car F1 y dyfodol i'r manylebau rheoleiddio.

Realiti Estynedig TinkerCAD

Rydym yn symud yn gyflym i amseroedd mwy cysylltiedig yn ddigidol lle gallwn weld y byd mewn amcanestyniadau realiti 3D Estynedig i'n hystafelloedd ein hunain. Yn y gweithdy hwn byddwn yn creu modelau 3D yn TinkerCAD ac yn eu paratoi i ddod yn fyw yn yr ystafell ddosbarth.

Modeli a Rendro 3D

Bydd dysgwyr yn creu'r pethau sylfaenol ar gyfer model 3D ar gyfer cymeriad newydd yn TinkerCAD ac yna'n mewnforio'r model hwn i beiriant cerflunio 3D, er mwyn proffilio'n fanwl. Yna byddwn yn mewnforio hwn i ap rendro i wneud gweledol cysgodol cydraniad uchel. Bydd modelau dethol yn cael eu hargraffu yn 3D.

Tyrbinau Gwynt LEGO Mindstorms

Yn y sesiwn hon, bydd disgyblion yn darganfod sut i ddefnyddio ynni cinetig gwynt a sut i ddatblygu model cyfrifiadol o'r ymadwaith hwn. Bydd y disgyblion yn dysgu am hanfodion codio a sut i weithio fel tîm o beirianwyr i ddatblygu tyrbin gwynt LEGO eu hunain.

Planedau ac Orbitau

Mae'r haul yn troi o gwmpas y ddaear? Mae'r planedau'n troi mewn cylchoedd? Mae'r ddaear yn arnofio yn nŵr y nefoedd? Mae modelau hanesyddol o'e system solar yn niferus ac y rhan fwyaf o'r amser yn anghywir. Ewch ar daith trwy hanes i archwilio sut y bu i arsylwadau a mathemateg ein harwain at y modelau cyfredol o gysawd yr haul, ac wedyn bydd y disgyblion yn llunio eu modelau eu hunain ar-lein. Mae'r sesiwn gyntaf yn canolbwyntio ar y wyddoniaeth, a'r ail yn defnyddio offeryn rhaglennu Geogebra i fodelu'r system solar.

Gêm Gwneud Platfform MakeCode Arcade

Yn y sesiynau hyn, byddwn yn defnyddio Arcade MakeCode i greu gêm blatfform yn seiliedig ar gêm retro yn cynnwys plymwr Eidalaidd-Americanaidd a'i frawd. Sonig? Na. Byddwn yn dechrau gyda'r gelf picsel i greu cymeriadau ac yn gweithio trwy'r codio i greu gêm sy'n gweithio.

Cryptograffeg

Gweithdy am amrywiol dechnegau cryptograffig a phwysigrwydd gallu amgryptio a dadgryptio negeseuon ar gyfer cyfathrebu diogel. Bydd disgyblion yn cael eu herio i ddefnyddio eu sgiliau torri cod i gracio codau mewn gweithgaredd Torri Mewn i'r Bocs.

Datblygu Pen Blaen y We

This workshop is an introduction to the 3 components of frontend web development: HTML, CSS and Javascript. We begin by inspecting existing websites, then create a website using a simple text editor and finish by dissecting a broken version of the classic game ‘Snake’.

Rheolwyr Gemau TinkerCAD

Yn ystafell ddosbarth TinkerCAD, byddwn yn canolbwyntio ar greu electroneg ar gyfer rheolwr gêm gyfrifiadurol ac efelychu ei ddefnydd ar ôl ymchwilio i hanes rheolwyr. Bydd yr ail ran yn cynnwys Modelu 3D yn Tinker CAD i ddylunio'r rheolydd perffaith i gartrefu'r cylchedwaith.

Creu Gwefannau gan ddefnyddio Adobe Dreamweaver

Yn y gweithdy hwn, bydd disgyblion yn dysgu am sut i ddefnyddio'r pecyn meddalwedd Adobe Dreamweaver i greu, dylunio, codio a golygu gwefannau gyda nodweddion hawdd eu defnyddio fel delweddau, testun a dolenni. Yn gyntaf, rydym yn cloddio i mewn i ddatblygiad gwe pen blaen ac yn dysgu am HTML, CSS a JS.

Creu Prototeipiau gan ddefnyddi Adobe XD

Learn to create apps & web projects in this Adobe XD workshop. Adobe XD was developed for designing user interfaces and user experiences. Learners can create working prototypes in the app by using artboards to efficiently design web layouts for mobile, tablet and desktop.

Creu Celfwaith gan ddefnyddio Adobe Photoshop

Adobe Photoshop is THE industry standard image editing application and established Adobe’s name and reputation. This workshop picks out the key features of the software and gives learners confidence to use the software and explore it further independently.

Golygu Fideos gan ddefnyddio Adobe Premiere

Adobe Premiere yw'r meddalwedd fideo o ddewis ar gyfer y mwyafrif o weithwyr fideo proffesiynol. Mae'r gweithdy hwn yn dangos dysgwyr y rhyngwyneb hawdd ei ddefnyddio a sut i fewnforio clipiau, golygu fideos, creu graffeg symud, cymhwyso trawsnewidiadau ac effeithiau a chyhoeddi mewn sawl fformat.

Graffeg Fector gydag Adobe Illustrator

Mae'r cwrs hwn wedi'i anelu at ddysgwyr sy'n newydd i Adobe Illustrator. Byddwn yn cychwyn o'r dechrau ac yn gweithio trwyddo gam wrth gam. Byddwn yn dechrau gyda'r technegau y bydd angen i greu bron popeth yn Illustrator. Gan gynnwys eiconau, logos a lluniau wedi'u tynnu â llaw.

Animeiddio gydag Adobe Animate

Yn y gweithdy rhyngweithiol hwn, bydd disgyblion yn dysgu hanfodion Adobe Animate, gan edrych ar wahanol fathau o symbolau, trafod y gwahanol fathau o 'tweens' (clasurol, mudiant a siâp), defnyddio dulliau arbennig i gynorthwyo animeiddio, mewnforio sain ac allforio animeiddiadau.

Datblygu Gemau gyda Gamemaker

Mae GameMaker yn beiriant gêm sy'n darparu rhyngwyneb codio y gellir ei ddarllen gan bobl i lunio gemau ar gyfer gwahanol ddyfeisiau. Bydd y gweithdy hwn yn rhoi cyflwyniad i ddysgwyr i ddylunio a rhaglennu eu gemau eu hunain gan ddefnyddio GameMaker Studio 2. Mae'r sgiliau a'r cysyniadau a gwmpesir yn adlewyrchu'r hyn a ddefnyddir yn y diwydiant gemau wrth ddylunio gemau a gweithredu nodweddion cyffredin mewn gemau platfform/arcêd sylfaenol (ar raddfa lai wrth gwrs!)

Algorithmau

Mae’r gweithdy hwn yn datblygu gallu disgyblion i ddadelfennu prosesau cymhleth trwy ddefnyddio siartiau llif a chyfarwyddiadau cam wrth gam. Yn y gweithdy hwn, byddwn yn edrych ar beth yw algorithmau a sut y gellir eu defnyddio i ddatrys problemau amrywiol o ddydd i ddydd.

Prosiectau Arduino

Mae'r sesiynau hyn ar gyfer caniatáu archwilio llwyfannau prototeipio electronig ffynhonnell agored sy'n galluogi dysgwyr i greu gwrthrychau electronig rhyngweithiol. Byddwn yn gwneud y cylchedau electronig a'r cod ysgrifennu i wneud iddo weithio ac archwilio pam ei fod yn gweithio.

Graffiau a Rhwydweithiau

Mae Graffiau a Rhwydweithiau yn gysyniadau pwysig iawn mewn cyfrifiadureg ac mae'r gweithdy hwn yn cyflwyno cysyniadau fel theori graff. Rydym yn gweithredu gweithgaredd ymreolaethol meidrol yn yr ystafell ddosbarth i arddangos rhwydweithiau a chreu parth diogel yn y gêm gyfrifiadurol Fortnite.

Trefnu a Chwilio

Mae'r gweithdy hwn yn dysgu pob algorithm Chwilio Llinol a Deuaidd sy'n ymgorffori cymysgedd cyfunol o weithgareddau a gwybodaeth am fyd didoli a didoli cyfrifiadurol. Rydym yn defnyddio BBC Micro:bits i ddefnyddio'r dulliau hyn i ddod o hyd i TARDIS Dr. Who.

Rhaglennu Python PyShop

Mae'r rhaglen PyShop yn helpu disgyblion i ddatblygu'r gallu i raglennu yn Python. Trwy gydol y gweithdy, bydd disgyblion yn datblygu system siop gyflawn ac yn gweithio ar brosiectau allweddol fel rhwydweithiau. Yr amcan yw gwneud siop Micro:bits sy'n gweithio yn Python.

Tebygolrwydd Efelychiasau Monte Carlo

Mae Tebygolrwydd ac Ystadegau yn llawer mwy na thynnu peli o fag neu dynnu cardiau o ddec. Bydd disgyblion yn cael eu harwain trwy arbrofion diddorol lle maen nhw'n defnyddio data a gynhyrchir ar hap i wneud darganfyddiadau fel taflu dartiau i ragfynegi Pi a pham mae casinos bob amser yn ennill.

Rhaglenni Java Greenfoot

Mae’r gweithdy hwn yn datblygu gwybodaeth myfyrwyr am raglennu gwrthrychau, gan ganolbwyntio ar amgylchedd Greenfoot yn Java. Trwy greu cyfres o gemau, bydd myfyrwyr yn cryfhau eu dealltwriaeth o sut mae rhaglenni sy'n canolbwyntio ar wrthrychau wedi'u strwythuro.

Pensaernïaeth Gyfrifiadurol ac Iaith Gydosod

Mae'r sesiynau hyn yn ymdrin â phensaernïaeth gyfrifiadurol a chaledwedd a rhaglennu lefel isel gan ddefnyddio'r efelychydd LMC a chyfarwyddiadau iaith gydosod fel mewnbwn ac allbwn, storio a llwytho, ychwanegu a thynnu ynghyd â'r gwahanol fathau o ganghennau.

Algebra Boole

Mae'r gweithdy hwn yn ymwneud ag Algebra Boole a sut mae'n sail i gyfrifiadureg. Rydym yn edrych ar 4 prif weithredwr Algebra Boole NEU, AC, NID ac XOR ac yn delweddu'r rhain mewn efelychydd cylched syml. Bydd disgyblion yn dysgu am y deddfau niferus a ddefnyddir i symleiddio mynegiadau Boole.

Gwyddonwr Fforensig: Safle Trosedd

Forensic Science: Crime Scene is a ‘CSI’ style workshop, introducing the forensics of investigating a bank heist, analysing clues such as DNA, shop databases and receipts, cracking ciphers and piecing it all together to arrest the criminal mastermind!

Gwyddonwr Fforensig: Steganograffeg

Steganograffeg yw'r arfer o guddio negeseuon cyfrinachol mewn rhywbeth nad yw'n gyfrinachol. Bydd y gweithdy hwn yn gwella dealltwriaeth dysgwyr o'r pwnc gan y byddant yn gweithio fel dadansoddwyr fforensig cyfrifiadurol i ymchwilio i dechnegau cuddio gwybodaeth a datgelu cynllun troseddol.

Modeli Moleciwlau

Bydd y gweithdy hwn yn datblygu gwybodaeth disgyblion am atomau a moleciwlau a’u hymddygiad ynghyd â defnyddio Scratch i fodelu gwahanol gyflwr mater ac adweithiau cemegol syml.

Dosbarthiad Anifeiliaid

Mae'r gweithdy hwn yn rhoi cyfle i'r dysgwyr ddysgu popeth am grwpiau gwahanol o anifeiliaid, ac maent hefyd yn cael y cyfle i ddatblygu eu sgiliau meddwl cyfrifiadurol yn Scratch. Bydd y disgyblion yn cael cyfle i ddatblygu eu Coeden Ddwyrannol eu hunain yn Scratch, a fydd yn gwneud i'r rhaglen benderfynu o ba ddosbarth o anifeiliaid y daw'r anifail y maent yn meddwl amdano.