Our very popular STEM workshops for schools have been used to support the digital curriculum for years, and over the last year they became virtual. Now, we have adapted our workshops to meet your school’s needs until we can deliver in-person sessions once again. All workshops are fully funded through support from the Welsh Government.
Unplugged workshops – no computer is needed
Brain Games | 2 x 1 hour sessions
This workshop encourages learners to use computational thinking and problem solving skills to complete collaborative challenges individually and in small teams. Learners will complete a number of challenges involving physical and mental tasks that will develop their collaboration, communication, problem-solving and computational thinking.
Ethics, Technology and the Future | 3 x 1 hour sessions
These sessions will look back through the history of technology, what we used to use before technology existed and how it has developed over the years to the devices we use today in everyday life. Pupils will also get to look at the ideas and development behind some new technology that is yet to be released as well as designing their own future devices for different real-world scenarios. Throughout the three sessions, pupils will need to think about the ethical issues of past, present and future technology and consider this when designing their own technology.
Welsh Baccalaureate | 3 x 1 hour sessions
There are three sessions available to support the development of the digital skills required for the KS4 Enterprise and Employability Challenge. The initial session will support the process of developing an idea using Scratch to display the evolution of a game from a basic prototype to a final product. The next session will delve into all aspects of social media and how it can influence the marketing of a product. The final session will encourage learners to strengthen and refine the skills essential to producing and presenting a perfectly polished pitch.
Escape the Zoom | 1 x 1 hour session
This session is a fast-paced practical session designed to get pupils’ legs working as much as their brains. They will complete time-limited activities relating to the 4 strands of computational thinking, using everyday items around their homes.
Plugged workshops – a computer is needed
Planets and Orbits | 2 x 1 hour sessions
The sun orbits the earth? The planets orbit in circles? The earth floats in the water of the heavens? The historic models of the solar system are numerous and in most cases incorrect. Take a trip through history as we explore how observations and mathematics led us to the current models of the solar system before pupils construct their own models online.
Space Saving | 1 x 1 hour session
Technocamps has managed to arrange an interview with an astronaut – live from the depths of space! That is, provided nothing goes wrong. Get ready for some code-cracking and programming as we help save our astronaut against the clock.
Python Maths | 3 x 1 hour sessions
An introduction to Python in a visual and artistic way. Session 1 introduces the Python programming language which pupils will learn and explore through the use of Turtle. Pupils will learn the initial commands and improve their computational thinking skills as they develop their ability to program. Session 2 begins to look at more complicated tools that are used throughout computer science such as for-loops, if statements and user feedback. Session 3 sees students move onto using lists and Python’s random library to do some quite advanced programming.
Catch the Crooks | 2 x 1 hour sessions
These sessions allow pupils to investigate a bank heist, analysing clues such as DNA, shop databases and receipts, cracking ciphers and piecing it all together to arrest the criminal mastermind!
Web Development with Dreamweaver | 3 x 1 hour sessions
These sessions are aimed at older KS3 and KS4 pupils to give them an introduction to the concepts of developing websites and applying these to create their own using Adobe Dreamweaver. The pupils will become familiar with both the Dreamweaver software as well as HTML development to allow them to implement their web designs. These will also be excellent CPD opportunities for teaching staff looking ahead to the upcoming Digital Technology qualifications. Requirements: Adobe Dreamweaver installed and available for the pupils to use.
Computer Architecture and LMC | 2 x 1 hour sessions
These sessions are aimed at GCSE Computer Science pupils 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. The first session focuses on the Von neumann architecture and how this relates to the hardware found in a generic computer. The second session looks at assembly language programming in the Little Man Computer simulator and will develop pupil’s understanding of assembly language instructions such as input and output, storing and loading, adding and subtracting as well as the various forms of branching.
Games Development with Gamemaker | 3 x 1 hour sessions
These sessions are aimed at older KS3 and KS4 pupils to give them 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!) These will also be excellent CPD opportunities for teaching staff looking ahead to the upcoming Digital Technology qualifications. Requirements: GameMaker installed and available for the pupils to use.
Python Art | 2 x 1 hour sessions
A great introduction to text based programming. This workshop uses the ‘Turtle’ graphics of Python to introduce students to the Python programming language. Write simple Python programs using Python Turtle to help students to understand how to use variables, functions and parameters. Use ‘For’ and ‘While’ loops to support pupils’ understanding of repetition within their code.
Animation with Adobe Animate | 3 x 1 hour sessions
These sessions are aimed at older KS3 and KS4 pupils to give them an introduction to the concepts of animation and applying these to create their own using Adobe Animate. The pupils will learn to use the software and various animation techniques to allow their creativity to flourish. These will also be excellent CPD opportunities for teaching staff looking ahead to the upcoming Digital Technology qualifications. Requirements: Adobe Animate installed and available for the pupils to use.
Plugged/Unplugged workshops – computer is optional
Cryptography | 2 x 1 hour sessions
Session 1 will cover an introduction to cryptography and three different ciphers with additional online worksheets that can be completed as practice. Session 2 will cover a final cipher before pupils have the opportunity to do our virtual version of the Break Into the Box activity, which is a huge favourite from previous experiences. This can be done on their own devices at home or as a class.
Boolean Algebra | 2 x 1 hour sessions
This is a session aimed at GCSE/A Level pupils to teach them 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 as well as how to visualise these working using a simple circuit simulator. The second session builds on these 4 operators and teaches pupils about the many laws of Boolean algebra in order to simplify Boolean expressions.
Greenfoot | 1 x 1 hour session
This session is aimed at GCSE Computer Science pupils 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 pupils 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.