The Creative Technology curriculum at Eleva School aims at students, from the 1st to the 9th grade of elementary school. The purpose is to develop a repertoire of skills and knowledge in technology, engineering, product design, computer science, and creativity.
Learning objectives are defined based on the principles and standards of the International Society for Technology in Education (ISTE) and are articulated around four thematic axes that can be worked separately or together: Media, Maker, Coding, and Digital Literacy.
In Media classes, students are led to understand the power of images, videos, and audiovisual narratives, and learn to manipulate, edit, and produce media contents. They happen predominantly in the Media Lab, where we have a variety of resources such as drones, cameras and other equipment available, but also in other spaces, such as the recording studio.
Our goal is that they learn to communicate clearly and in a creative way.
Maker – Product Design
Making use of the technology does not mean spending more time in front of the screen, quite the opposite!
At Maker, students work on building digital and manual products and solutions to solve real problems. Classes take place at Makerspace and other school locations, where materials for joinery and molding with resin are available. This way, they can prototype and develop their ideas with their own hands, in addition to 3D printers, laser cutting machines, electronic components, among other tools.
Additionally, the students learn to prototype and develop their project in a collaborative way, using the typical processes of Design Thinking.
Coding – Computational Thinking
We know that technologies and programming languages become obsolete relatively quickly; however, their programming principles do not. In Coding classes, students become literate in different programming languages, but not with the purpose of professionalizing them in a specific language, but aiming at developing a programmatic thinking that allows them to develop algorithms; from the simplest to the most complex, for the most varied purposes.
The “digital natives” have internalized the use of digital environments, but such places bring to the individuals a series of challenges about their relationship with others and in relation to themselves. It is important for the students to consciously assess risks and opportunities in a space that may often cause long lasting sequels. This is where we address issues of digital citizenship, appropriate behavior in digital environments, and the dangers of digital spaces.
In Creative Technology classes, we adopt the project-based methodology, which is also an active learning methodology. Students start from a guiding question, which leads them to identify problems that affect their lives and their surroundings. Throughout the project, students acquire new skills and knowledge while solving this problem. In the end, they share their learning with colleagues, their families and even society as a whole. These sharing moments take place during the year, at events such as the STEAM Fair, but also in international competitions and conferences.
We have created an ecosystem focused on the development of a culture of innovation and creativity
The students learn to prototype and develop their project in a collaborative way, using the Design Thinking process.