CPD Course
STEAM Room / Digital Technology

Technology's Growing Impact: Enhancing Learning and Skill Development in the Classroom

Course Description

Technology is increasingly present in society and, with it, in our lives. The inclusion of these technologies in our daily lives in the classroom will not only allow us to search for and generate content more easily, but will also provide us with a large number of new tools that will benefit learning and the development of new skills and competences in students.

Methodology

The best way to learn something is by practicing. Therefore, the classes are approached in the most practical and interactive way possible. It is strongly recommended that participants bring their own laptop in order to be able to participate as actively as possible. If laptops are not available, equipment can be shared with other participants. Devices such as tablets or mobile phones may also be useful in certain areas and are welcome.

As it will be necessary to create user accounts on certain websites to use some tools, it is recommended that participants have their e-mail account information at hand to speed up the process (the tutor will never ask for this personal information). Of course, the tutor will always be available to assist with any problems or questions that may arise during the workshops.

Basic information

Day 1: Digitalisation in the classroom: Tools, gamification and communication.
  • Effective information search. Google, filters and search terms for useful results. 
  • Google Scholar. Google Alerts.
  • Google Drive. Cloud-based file storage and sharing.
  • Google Classroom. Integration with Drive.
  • Discord. Use of topical tools for communication with students.
  • Gamification of content. Use of tools such as Kahoot for interactive performance assessment.
Learnings Outcomes
  • Learning how to use the search engine and filtering tool effectively.
  • Configuration of tools for automating searches and updating results.
  • Use of cloud storage for online file storage and sharing.
  • Learning to use online platforms for digital work in the classroom.
  • Use of topical tools for communication with students.
  • Learning about gamification tools for interactive assessment of student performance in the classroom.

Day 2: Programming and robotics in the classroom.
Uses and benefits.

  • The development of video games and robotics as a practical application of logic,mathematics and physics.
  • Use of Unity to create applications and video games. Practical examples.
  • Arduino in robotics. Practical examples.
  • Discord. Use of topical tools for communication with students.
  • Gamification of content. Use of tools such as Kahoot for interactive performance assessment.
Learnings Outcomes
  • Knowledge about the benefits of implementing areas such as programming and robotics in the classroom to enhance the competencies and skills of students.
  • Learning about the use of digital tools in the process of creating video games and applications, as well as robotics.
  • Notions about programming languages, how they work and their structure.
    in the classroom.
Day 3: Design and 3D printing. Development of creativity in the classroom.
  • Design and 3D printing as a tool for the development of logical-mathematical thinking, spatial vision, understanding of abstract concepts and creativity.
  • Use of Blender as a three-dimensional modeling and sculpting tool. Practical examples.
  • 3D printing. Characteristics and process.
Learnings Outcomes
  • Knowledge of the benefits of implementing 3D design and printing in the classroom and its role in the development of students’ skills and competences.
  • Knowledge of the workflow in a process from conceptualisation and 3D design, through adaptation of the model and files, to the final materialization of the piece through 3D printing.
  • Knowledge of the use of 3D modeling tools and their processes.
  • Knowledge of the use of slicer tools for the preparation of 3D models for printing.
Day 4: Virtual Reality & Augmented Reality. Artificial Intelligence: Use and precautions.
  • Virtual reality and augmented reality: What is it and how does it work? Main augmented reality and virtual reality devices.
  • Potential as educational, training and leisure tools. New visualization and interaction capabilities.
  • Examples of VR and AR applications in training and education.
  • Artificial Intelligence as a support tool in the search for information and content generation.
  • Current situation of Artificial Intelligence. Legislation, controversies, precautions,copyright.
  • Use of tools such as ChatGPT and MidJourney. Practical examples.
Learnings Outcomes
  • Knowledge of virtual reality and augmented reality technologies and how they work.
  • Knowledge of the main devices used for virtual and augmented reality and their particularities and technical characteristics.
  •  Knowledge about the use and implementation of virtual and augmented reality technologies in the fields of education and training, their potential and advantages.
  • Knowledge of the possibilities of implementing these technologies in the classroom.
  • Knowledge of current Artificial Intelligence tools. Types and main uses.
  • Knowledge about the current situation of artificial intelligence, its legislation, current controversies about its use and precautions to be taken.
  • Knowledge of image and text detection generated by artificial intelligence.
  • Learning about the use of the main tools of generative artificial intelligence.
Day 5: Conclusions. Gamification. Awarding of certificates.
  • Final conclusions after the workshop.
  • Final evaluation of results through gamification.
  • Awarding of diplomas.
  • Farewell.
Services included
Additional services

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