STEAM TECH

INNOVATOR

An exceptional opportunity awaits

Enhance your teaching expertise in STEAM education—Invest in your future as an educator.

What’s Included in the 9-Session Course?

Track 1: Tale-Bot

Unit 1: Coding Education in Early Learning

Objectives: Understand the significance of coding education in early childhood.

Unit 2: Tale-Bot Pro Robot

Objectives: Familiarize with the structure and command functions of the Tale-Bot Robot.

Unit 3: Activity Box

Objectives: Explore the components of the Activity Box and how to utilize interactive maps and stickers.

Unit 4: Activity Cards

Objectives: Understand the curriculum framework and application of Activity Cards in the classroom.

Track 2: Pro Set

Unit 1: Introduction to Matata Studio Pro-Set

Objectives: Familiarize students with the Matatalab Coding Pro-Set.

Unit 2: Coding Blocks

Objectives: Understand different coding blocks and their functions.

Unit 3: Loops

Objectives: Understand and implement loops in programming.

Unit 4: Functions

Objectives: Learn about functions and their applications.

Unit 5: Artistic Expression

Objectives: Use coding to create art with the Matatalab Artist Add-On.

Unit 6: Music Creation

Objectives: Compose music using the Matatalab Musician Add-On.

Unit 7: Learning Station Curriculum

Objectives: Apply coding knowledge in a classroom setting.

Track 3: Vinci-Bot

Unit 1: Introduction to the Matata-VinciBot

Objectives:
– Understand the components of the Matata-VinciBot.
– Learn how to pair devices and utilize various coding blocks.

Unit 2: Features and Functions of VinciBot

Objectives:
– Explore the multi-functional capabilities of VinciBot.
– Understand its compatibility with various technologies.

Unit 3: Introduction to MatataStudio

Objectives:
– Get familiar with the MatataStudio graphical programming app.
– Learn the basics of block-based coding.

Unit 4: Task-Based Activity Design

Objectives:
– Design engaging programming tasks using VinciBot.
– Implement gamification and cross-curricular integration.

Unit 5: Project-Based Learning (PBL) with VinciBot

Objectives:
– Execute PBL activities that simulate real-world applications.
– Develop critical thinking through hands-on projects.

Track 4: WizeFloor

Objectives:

– Familiarize participants with WizeFloor components and functionalities: Participants will learn about the hardware and software elements of WizeFloor and how they interact to create an engaging learning environment.
– Demonstrate educational applications: Showcase various WizeFloor applications that promote interactive learning through play, physical activity, and collaboration.

Track 5: ClassVR

Unit 1: Introduction to ClassVR

– Overview and purpose of ClassVR.
– Benefits of VR and AR in education.

Unit 2: Understanding VR and AR

– Importance of technology in engaging students.
– Examples of successful VR/AR applications across subjects.

Unit 3: Curriculum Integration

– Designing lesson plans that incorporate:
I. 360° images for immersive learning.
II. 3D models for interactive exploration.
– Example lesson plans and learning objectives.

Unit 4: Hands-On Training with ClassVR

– Setting up and using ClassVR equipment.
– Navigating the ClassVR platform and available resources.
– Creating lesson plans that incorporate VR experiences.

Key Benefits

1

Master 21st Century teaching techniques.

2

Enhance classroom engagement with STEAM activities.

3

Access exclusive career opportunities for top performers.

Benefits of the Certificate

1. Application

Submit your application to join the program.

2. Selection

We evaluate and select the Teachers.

3. Training & Certification

Complete the training and receive your certification.

4. Career Opportunities for Top Performers

Outstanding teachers may access exclusive job opportunities.

Who is this course designed for?

What is the cost of the program?

How many sessions does the course include?

The course consists of 7 sessions totaling 12 hours of training.

Explore new heights in education today

Get in touch to discuss the details of the training program.