COMPUTING WORKSHOPS FOR SCHOOLS
U Can Too’s dynamic STEM workshops for schools are creative, engaging and fun. We don’t just sit around computers - NO, we collaborate, explore, create, build and make!
All of our workshops involve building, electronics and coding to achieve either physical or visual reactions. This means learners are meeting some of the key requirements of the National Curriculum for Computing at the same time! Throughout, our STEM specialist will be asking questions to engage each child and encourage them to learn with confidence.
We have workshops to suit a variety of topics and interests while also meeting cross curricular learning outcomes. Others simply involve making something truly awesome out of recyclable items from around the home.
WHAT DO WE PROVIDE?
We provide all the tools and materials required for each workshop. This includes laptops, computer hardware, electronics, leads, battery packs and other materials that may be needed for the session.
Occasionally, we may encourage your school to collect recyclable household items, such as cereal boxes, which the children can use in their make. This helps to build interest and excitement around the session, and engages parents too.
The aim of U Can Too workshops is to teach young people how to confidently use computer technology in the real world and develop their skills in logical reasoning, while having fun and being creative. It is our hope that through U Can Too workshops, bright ideas will be born that could change our world forever!
U CAN TOO WORKSHOPS
Click here to download a full list of U Can Too computer coding workshops for schools and events. These can be delivered as individual sessions or as a programme to enhance your schools computing provision.
U Can Too coding workshops are available to schools and educational events globally, they are fully adaptable to suit a topic or subject of your choice with cross-curricular learning outcomes. We can also develop workshops to support computing concepts that staff are finding particularly challenging.
While these are our standard computing workshops for schools, we welcome a challenge and would be delighted to create a new workshop to suit you and your pupils. Please send your requests directly to our workshop developer, Su Adams using our contact form.
HALF-DAY AND WHOLE-DAY SESSIONS AVAILABLE TO SUIT YOUR SCHOOL’S LEARNING NEEDS
Bring a Character to Life:
Iron Man by Ted Hughes
KS2 : 2.5 hours
Bring to life the Iron Man character from the book by Ted Hughes.
Learners will use electronics components and a micro:bit to program a moving head and light up eyes in response to a sensed input.
KS2 : 2 hours
Combine electronics with computer programming to build a character from a cup and use a motor to bring it to life.
Longer workshops will allow for interaction such as a dog wagging its tail when its head is patted!
Protect the Treasure
Upper KS2, KS3 & KS4 : 1 Day
Gain an understanding of physical computing by programming LEDs, motors and a range of sensors.
Work in teams to apply the physical computing knowledge developed and compete for the best solution to ‘protect the treasure’. Learners will present their solutions at the end of the workshop.
Drone Assault Course
KS3 & KS4 : 1 Day
First, learners will gain an understanding of physical computing by programming LEDs, motors and a range of sensors. Learners will use this knowledge, in teams, to build and program an assault course for a drone and compete against the other teams!
Learners will also participate in Drone Flight School to learn how to fly the drones, ready for the competition.
Circuit Game Maker
KS2 & KS3 : 1 Day
Learners will use electronics and programming skills to build an electronic game similar to Operation with a twist.
The complexity of the outcome will be suited to the year group.
Box-Bot: 2 Mechanisms
Upper KS2 & KS3 : 1/2 day to 1 Day
Learners will program electronic components to transform a cardboard box into a robotic head with a moving mouth and blinking eyes using lever and winch mechanisms.
KS1 & KS2 : 1/2 Day
KS3 & KS4 : 1 - 2 Days
Learners will begin by learning about an artist. They will then learn about physical computing and consider ways to use their new knowledge to create a piece of moving art inspired by the chosen artist.
Crazy Golf Creations
Upper KS2, KS3 & KS4 : 1 - 2 Days
After learning how to use physical computing equipment, learners will work together to problem-solve and build a mini golf course that combines their knowledge of physical computing with DT by programming and building fun interactions to trigger throughout the course.
Upper KS2 : 1/2 Day
Learners will use electronics to build and program a robotic bird that flaps its wings when triggered by a sensor.
Robot Petting Zoo
Upper KS2, KS3 & KS4: 1/2 Day, 1 Day or 2 Days
Learners will discover how to build and program their own animals using various mechanisms powered by motors and find out how sensors can be used to trigger outputs.
If delivered as a 2-day workshop, additional mechanisms can be included along with a greater opportunity for creativity.
KS3 & KS4 : 1 Day
Learners will find out about animatronics by creating and programming a robot that uses multiple motors to generate life-like movements.
Interactive Comic Strip
Upper KS2 & KS3 : 2 Days
First, learners will gain an understanding of physical computing by programming LEDs, motors and sensors. They will then use this knowledge to build a moving scene that tells part of a bigger story when put in sequence with other makes.
This workshop combines well with topic learning
KS2 : 1/2 Day to 1 Day
Learners will work together to problem-solve and build tracks for a Sphero robot, including the use of physical computing to program and build fun interactions to trigger throughout the course.
KS2, KS3 & KS4 : 1/2 Day to 1 Day
Learners will explore different ways to create music through the use of electronics or coding, building on this knowledge to recreate an instrument or piece of music, depending on their age and tools used.
KS2 : 1/2 Day to 1 Day
Learners will use electronics to build and program their own robotic vehicle. During longer workshops learners will develop their own designs and incorporate sensors to enhance their vehicles.
KS2 & KS3 : 1/2 Day to 1 Day
KS3 & KS4 : 1 - 3 Days
Learners will learn how electronics can be programmed to make a fun wearable creation. Depending on the length of the session this can range from a small accessory to a full garment.
Thinking about encouraging your students to pursue an Arts Award? U Can Too is an approved Arts Award advisor, supporter and moderator for Bronze, Silver and Gold levels.
MOVE & CODE
This workshop is delivered in collaboration with a professional contemporary dance company, Pell Ensemble. Learners will use movement as a platform to introduce or embed an understanding of the fundamentals of programming, specifically sequencing, repetition, selection and procedures. They will use these principles to develop a 'prototype' performance which they will perform and test with their peers.