We work with secondary schools in Wales to deliver our STEM Enrichment programme. The programme engages with participants over the entire school year, delivering a range of computer science and STEM-based activities and workshops. The sessions are led by our experienced team and you can choose the workshops that best suit the needs of your pupils based on the resources available locally. We either deliver the sessions virtually, visit the schools to deliver on-site or pupils can be brought to one of our regional hubs.
The ultimate goal of our programme is to encourage all young people to pursue STEM subjects post-16 by delivering theoretical concepts in a fun and hands-on way.
Technocamps is a pan-Wales programme. Amongst our offering, we have workshops on computational thinking, programming languages including Python and Greenfoot, and support for the GCSE programme through our CS101 resources.
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 firstname.lastname@example.org.
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.
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).
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.
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.
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!
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!
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.
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!
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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!
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?
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.
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.
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.
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!
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.
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.
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.
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.
Introduction to Greenfoot, Python projects to prepare pupils for coursework.
Introduction to programming Microbits, Bitbuggy programming.
Introduction to HTML and skills development.
Introduction to Lego Robotics programming. Projects can be adapted for KS3 & KS4, project based and to your requirements.
Workshops without a need for a computer, such as Computational Thinking, Brain Games, Algorithms and Code Breaking.
Digital Technology GCSE
Key skills needed for Digital Technology GCSE curriculum, like Adobe Animate and Dreamweaver.
Click here for the full workshop list.
Introduction to Scratch
Scratch is the largest free coding community for kids for creation of stories, games, and animations. This workshop teaches learners how to get started coding in Scratch block-based programming language that opens the door for coding across all platforms.
Further Scratch Programming
Taking programming skills to the next level using the block-based visual programming language. In this workshop, learners will explore the physics behind popular game formats while expanding their coding skills with functions, variables, and loops.
Create a Pac-Man game in Scratch that teaches Pac-Man to avoid the ghost. This workshop is useful for introducing learners how machine learning systems are trained, how they are used, and some of the real-world implications of AI applications.
Create a Pac-Man game in Scratch that teaches Pac-Man to avoid the ghost. This workshop is useful for introducing learners how machine learning systems are trained, how they are used, and some of the real-world implications of AI applications.
Transport That Doesn’t Cost the Earth
How much environmental impact and cost-saving can be affected by the aerodynamic re-design of lorries on our roads? This workshop introduces aerodynamics and CAD. Learners will swap a box-on-wheels lorry with their futuristic design and run it through a virtual wind tunnel.
BBC Micro:bit is a handheld, programmable micro-computer that can be used for an endless possibility of creations. Learners will use block-based coding to create programs and flash programs onto the Micro:bit and then physically construct and control electronic circuits.
Enter the world of robotics and build a micro:bit controlled robot that can be coded with the Microsoft MakeCode Editor. The robots utilse the BBC micro:bit and a clippable motor driver board, to allow for bumping, spinning and many other tricks. Fully customisable vehicle body.
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.
This workshop uses the Micro:bit inventors kit and noise pack. We will first simulate our circuitry for a Micro:bit guitar and then hands on with bread board, wires, resistors, capacitors and amplication for the real thing to bring together electronics and code to make some noise!
Build a Computer
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.
Learn about rockets and make your own rocket that will launch to a height of up to 100m at zero cost. Learn about how rocket technology has been developed to propel the Bloodhound car and then make and launch your own rocket car.
Python Turtle Art
Learners will learn initial commands and improve their computational thinking skills as they develop their ability to program in Python by using the pre-installed Python Turtle library. They will create complex artwork with simple commands by providing them with a virtual canvas.
Edison Robots Pen Plotter
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.
Edison Robots Robo Claw
We will use Edison robotics to create a RoboClaw which can be programmed using the barcodes created from EdScratch block-based coding language and be controlled with a standard TV remote control to drive forwards, backwards, spin and open/close to pick up objects.
Crumble Robot Security Robot
In this workshop learners will build security robots using Crumble robotics. They will use a computer and write some code to allow their robots to detect movement using ultrasonic distance sensors and react with opening jaws, flashing lights and a buzzer.
F1 in Schools CAD
A series of sessions giving full tutorials that will allow the learners in the school F1 team to use the F1 in Schools recommended 3D packages: Autodesk Inventor and Fusion 360 and rendering software to design an F1 car of the future to the regulation specifications.
TinkerCAD Augmented Reality
We are rapidly moving into more digitally connected times where we can view the world in 3D Augmented reality projections into our own room. In this workshop we will create 3D models in TinkerCAD and prepare them to be brought to life in the classroom.
3D Modelling and Rendering
Learners create the basics for a solid 3D model for a new character in TinkerCAD and then import this model into a 3D sculpting engine, for finer detail profiling. We then import this into a rendering app to make a high resolution shaded visual. Select models will be 3D printed.
LEGO Mindstorms Wind Turbines
In this session, pupils will discover how to harness the kinetic energy of the wind and how to develop a computational model of this interaction. Pupils will learn about the fundamentals of coding and how to work as a team of engineers to develop their very own LEGO wind turbine.
Planets and Orbits
The sun orbits the earth? The planets orbit in circles? The earth floats in the water of the heavens? 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.
MakeCode Arcade Make a Platform Game
In these sessions, we will use MakeCode Arcade to create a platform game based upon a retro game involving an Italian-American plumber and his brother. Sonic? No. We will start with the pixel art and creating characters and work through the coding to create a working game.
A workshop about various Cryptographic techniques and the importance of being able to encrypt and decrypt messages for secure communication. Pupils will be challenged to put their code breaking skills to use to crack codes in a Break Into the Box activity.
Frontend Web Development
TinkerCAD Games Controllers
In TinkerCAD classroom, we will focus on creating the electronics for a computer game controller and simulate its use after investigating the history of controllers. The second part will involve 3D Modeling in Tinker CAD to design the perfect controller to house the circuitry.
Creating Websites using Adobe Dreamweaver
In this workshop, students will learn about how to use the software package Adobe Dreamweaver to create, design, code, and edit websites with user-friendly features like images, text, and links. Firstly, we dig in to frontend web development and learn about HTML, CSS and JS.
Creating Prototypes using 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.
Creating Artwork using 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.
Editing Videos using Adobe Premiere
Adobe Premiere is the first-choice video software for most video professionals. This workshop shows learners around the user-friendly interface and how to import clips, edit videos, create motion graphics, apply transitions and effects and publish in many formats.
Vector Graphics with Adobe Illustrator
This course is aimed at learners new to using Adobe Illustrator. We’ll start right at the beginning and work our way through step by step. We’ll start with the techniques you’ll need to create just about everything in Illustrator. Including icons, logos and hand-drawn illustrations.
Animation using Adobe Animate
In this interactive workshop, students will learn the basics of Adobe Animate, look at different types of symbols, discuss the different types of tweens (classic, motion and shape), use onion-skinning and bone tool to aid animation, import sound and export animations.
Games Development with Gamemaker
GameMaker is a Game Engine that provides a human-readable coding interface to compile games for different devices. This workshop will give learners 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 workshop develops students’ ability to decompose complex processes through the use of flowcharts and step-by-step instructions. In this workshop, we will be looking at what algorithms are and how they can be used to solve various day to day problems.
These sessions are for allowing exploration of open-source electronic prototyping platforms enabling learners to create interactive electronic objects. We will be virtually and then physically making the electronic circuits and writing code to make it work and exploring why it works.
Graphs and Networks
Graphs and Networks are very important concepts in computer science and this workshop introduces such concepts as graph theory. We implement a classroom-based finite autonama activity to demonstrate networks and create a safe zone in the computer game Fortnite.
Sorting and Searching
This workshop teaches each Linear and Binary Search algorithms that incorporates a blended mix of activities and information on the world of computational sorting and sorting. We use BBC Micro:bits to use these methods to locate the Dr. Who TARDIS.
PyShop Python Programming
The PyShop programme helps students develop the ability to program in Python. Throughout the workshop, they will develop a complete shop system and cover key topics such as networks. The goal is to have a fully functioning micro:bits-based shop programmed in Python.
Monte Carlo Simulations Probability
Probability and Statistics is much more than pulling balls from a bag or drawing cards from a deck. Students will be led through interesting experiments where they use random generated data to make discoveries such as throwing darts to predict Pi and why casinos always win.
Greenfoot Java Programming
This workshop develops students’ knowledge of object oriented programming, focusing on the Java-based Greenfoot environment. Through creating a series of games, students will strengthen their understanding of how object orientated programs are structured.
Computer Architecture and Assembly Language
These sessions cover computer architecture and hardware and low level programming using the LMC simulator using assembly language instructions such as input and output, storing and loading, adding and subtracting as well as the various forms of branching.
This workshop is all about Boolean algebra and how it underpins computer science. We look at 4 main Boolean algebra operators OR, AND, NOT and XOR and visualise these in a simple circuit simulator. Students will learn about the many laws used to simplify Boolean expressions.
Forensic Scientist: Crime Scene
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!
Forensic Scientist: Steganography
Steganography is the practice of hiding secret messages in something that is not secret. This workshop will improve learner understanding of the subject as they will work as computer forensic analysts to investigate information hiding techniques and uncover a criminal plan.
An investigation into the movement and behaviour of atoms in different states of matter. This workshop will develop pupils’ knowledge of atoms and molecules and their behaviour as well as using Scratch to model different states of matter and simple chemical reactions.
This workshop provides learners with an opportunity to learn about different groups of animals whilst developing their computational thinking skills in Scratch. Pupils will make their own Dichotomous Tree in Scratch to narrow-down school of animal from user questioning.