Reinventing the "Programming Lab" Experience
K-5 | Technology Skills | App & Robot
Wonder Workshop is a STEM based interactive learning experience suitable for K-5 learners. The combined hardware/software solution is especially designed for key elements of hands-on, sensory play considered essential for early elementary learning foundations found to be lacking relevance in today's 21st century K-3 classrooms. The "bundled" solution for early childhood combines tactile, kinesthetic involvement for students with programmable robots (Dash & Dot) guided and informed by a foundational curriculum introducing basic computer programming, problem solving, and engineering to young learners.
How does it Work?
The Wonder Workshop approach uniquely combines the proven pedagogical methodology of hands-on sensory play encouraged by the NAEYC curriculum best practices with introductory problem solving reinforcement. With Wonder Workshop, this occurs through the advancement of tactile fine motor skills via robot instrumentation devices (Dash & Dot) that receive commands that are developed, programmed and deployed by each student through their progression of lessons. The impact of the combination of device + software as a bundled solution impacts the student experience in ways that a software application alone cannot. The teacher-prepared rubric of standards-based lessons, commands, and instructions - the core of both mathematical and science lab thinking - ensures that a highly engaging experience also imparts foundational principals of mathematics, science, and language arts.
The combination of robotics, early computer science, and coding places Wonder Workshop in a position of unique differentiation not concentrated on by other providers who specialize in "either" science/lab based manipulative or software based coding solutions but not both (companion) methodologies.
How do I use Wonder Workshop?
- Integrate Wonder Workshop into the teacher lead lessons to demonstrate a particular robotics and programming skill
- Implement differentiated learning meant for students to work at their own pace
- Assisted student practice assigned to model computational thinking skills with teacher supervision and direction
- Introduce gamification into the classroom and home lesson to increase student engagement and comprehension
- Self-directed, enrichment-based learning through the use of repeatable puzzles and project activities
- Organize a foundation for 21st century skills such as computational and critical thinking skills
- Enhance STEM curriculum with teacher oversight and detailed assessment tools
- Create a genius bar flipped model teaching environment where students assist other students with their robotics and coding projects
- After School enrichment and advancement programs for GT and RTI student populations
- Camp/school groups designed around developing student programming and computational thinking skills feeding FLL and robotics teams at older grades
- Integrate Wonder Workshop across core content areas to deepen learning connections
Case Study: Computer Literacy Curriculum with Dash & Dot Increases Student Engagement and Motivation
Sunburst Digital visited Churchville Middle School in Illinois, where Debra Segiet runs a computer literacy program for local middle schools. The challenge Debra faced was to inspire students to participate in programming and other technologies while improving student motivation and engagement. Read how Dash & Dot were used to meet that challenge.