Arduino CTC 101

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Arduino CTC 101

Arduino CTC 101

Arduino
Programming
A course for creative use of technology in classroom

Arduino CTC 101 is a project-based learning course for creative use of electronics and programming. It is a very comprehensive tutorial for the subject and allows students to learn, rehearse and create things themselves. The course includes online materials and a learning platform, training for teachers and all materials needed for running the course and creating the projects.

Age groups 
Elementary
Middle school
Price 
One time purchase
Languages 
English
Spanish
Catalan
Italian
Platform 
Desktop Windows
Desktop Mac
Mobile Android
Mobile iOS
Non-digital product
Other
Registration 
Required
Offline play 
Internet required
Pictures
Videos
Educational Quality
Learning Goals
Pedagogy

The following are the high educational quality aspects in this product.

From the pedagogical point of view, CTC 101 is an excellent solution for learning the basics of programming and electronics. It relies on a project-based, student-centered learning method.
The educational materials are thorough, easy to read and very detailed which makes the use of CTC 101 efficient also for those teachers who have no background in creative computing or programming.
The projects in the course are fun and interesting for students, and the way the materials and videos address the student is clear, humorous and relatable.
In Arduino CTC 101, learning is supported in an exceptionally comprehensive way throughout the whole user journey.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Practicing to be responsible, competent, confident and creative users of information and communication technology
Using information technology to create programs, systems and a range of content
Understand what algorithms are, how they are implemented as programs on digital devices, and that programs execute by following precise and unambiguous instructions.
Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
Apply computing and use electronics to embed intelligence in products that respond to inputs, and control outputs, using programmable components
Select from and use a wider, more complex range of materials, components and ingredients, taking into account their properties
Understand how more advanced electrical and electronic systems can be powered and used in their products
Select from and use specialist tools, techniques, processes, equipment and machinery precisely, including computer-aided manufacture
Identify and solve their own design problems and understand how to reformulate problems given to them
Develop specifications to inform the design of innovative, functional, appealing products that respond to needs in a variety of situations
Critique, evaluate and test their ideas and products and the work of others
Analysing problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems

Soft skills learning goals

Connecting subjects learned at school to skills needed at worklife
Creating requirements for creative thinking
Practicing to use imagination and to be innovative
Learning to notice causal connections
Learning to build information on top of previously learned
Learning to plan and organize work processes
Using technology resources for problem solving
Practicing creative thinking
Understanding technological system operations through making
Practicing logical reasoning, algorithms and programming through making
Practicing to take responsibility of one's own learning
Practicing to work with others
Practicing persistent working
Using technology as a part of explorative and creative process
Learning to understand the meaning of rules, contracts and trust
Learning decision-making, influencing and accountability
Using technological resources for finding and applying information
Practicing to evaluate one's own learning
Understanding and practicing safe and responsible uses of technology
Building common knowledge of technological solutions and their meaning in everyday life
Using technology for interaction and collaboration
Practicing logical reasoning to understand and interpret information in different forms
Developing problem solving skills
Practicing to plan and execute studies, make observations and measurements
Using technology as a part of explorative process
Learning to acquire, modify and produce information in different forms

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

Passive
Active
All Arduino projects provide student-centered creative tasks, in which the student’s role is very active as hands-on doing is part of all activities.
Rehearse
Construct
The solution provides comprehensive instructional materials to support learners in building new understanding as part of the creative projects.
Linear
Non-Linear
In the beginning students are guided with fixed challenges, but as the learning journey continues activities are based on open ended creative problem solving.
Individual
Collaborative
Many of the projects are done in groups, which supports the learning of collaboration skills.

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