Students from Kindergarten 5 to the 2nd grade of Elementary School have iPads at their disposal. From the 3rd grade of Elementary School to the 6th grade of Middle School, they start having access to Chromebooks for individual use. From the 7th grade of Middle School on, we introduce a Bring Your Own Device (BYOD) policy. In the BYOD program, students from 7th to 12th grades are expected to bring their own computers to school every day.
Escola Eleva Botafogo has two Makerspaces, one for students in Primary School and another for the ones in Middle and High School. Students have Makerspace classes in the curriculum from the 1st grade of Primary School to the 9th grade of Middle School, and build their knowledge through experience and reflection, developing projects and prototypes to solve problems.
We have a learning framework whose approach involves developing skills such as collaboration, initiative, persistence, self confidence, planning, critical thinking, communication, curiosity, creativity, autonomy, organization and team work, besides habits that arise from them: maker, designer and entrepreneur, which will be stimulated through different class models: Make it, Design Challenges and Projects.
Interaction with manual and digital manufacturing devices (such as 3D printers and laser cutters), components of electronic and other prototyping materials makes students more interested in Science, Math, Engineering, and Arts. Integration of these subjects with maker projects and activities is known as STEAM education (initials for Science, Technology, Engineering, Arts, and Math). Its main contribution is to connect school experiences to the ones students will have in college and in the job market.
The Botafogo Campus has a MediaLab and an acoustically isolated studio, where students can acquire practical experience in digital media production. We encourage autonomy and creativity while facilitating the enhancement of technical and communicational skills.
We offer Media Clubs, in which students are in charge of specific topics like animation, video, graphic design, illustration, and photography. They exercise abilities such as expressing ideas, working collaboratively and innovating within a project-based learning environment.
Teachers use spaces and equipment as pedagogical tools. Our team can help them find ways to apply technology to the teaching experience, as well as collaborate in activities that integrate topics of their subjects with the use of technology, design or audiovisual experiments.
The school community is in contact with the most recent technology, and is constantly encouraged to think critically about it, becoming able to decide when and how to incorporate it into their academic and personal journeys.
In these creative spaces, we develop an Education for Innovation Curriculum, having innovation as the result of creative action involving originality, incorporation of technology, and collaboration to make people’s lives better, generating social, cultural, environmental and economic impact.
The ability to deconstruct complex problems into smaller parts will be forever useful in our students’ lives. For that reason, we adopt Programming as a curricular subject from Kindergarten 5 until the 8th grade of Middle School. From Kindergarten 5 until the 2nd grade of Primary School, students develop programming concepts in a playful way, through Educational Games. As of the 3rd grade of Primary School, students apprehend the whole logical part of programming, allowing them to define, structure and solve problems with a logical-deductive approach. As of the 9th grade of Middle School, the ones interested in this area have the option to choose elective subjects in Computer Science. Our goal is to spark an interest in and stimulate the taste for defining and solving problems.
Interaction with manual and digital manufacturing devices components of electronic and other prototyping materials makes students more interested in Science, Math, Engineering, and Arts.