This course is designed for individuals in both early years and primary sectors to give an understanding of the key concepts and strategies for teaching the Computing Science experiences and outcomes.

The focus will be on trying accessible activities that can be introduced into the classroom with minimal stress and maximum enjoyment.  Computing Science outcomes will be covered using races, recipes, robots and rock ‘n’ roll!

This fun and lively course will give you an opportunity to explore with colleagues the challenges of introducing and expanding the computing science experiences for learners in your classroom and in your school.

Learning outcomes:

By the end of this course, you will:

  • try out a variety of ‘unplugged’ approaches for teaching Computing Science concepts such as algorithms, selection and repetition
  • explore ways in which your existing practice already includes Computing Science concepts such as giving step by step instructions and using logic.
  • consider ways of leading, motivating and developing the staff in your school so that the Computing Science outcomes are covered throughout your school,
  • understand the difference between ICT and Digital Literacy outcomes (which focus on using computers) and Computing Science outcomes (which focus on logic, problem solving and computational thinking)
  • learn about strategies and take away materials that will be of practical value to you as a teacher/principal teacher/faculty leader.

Throughout the session, there will be opportunities to network with fellow participants, and for discussion including sharing practice, challenges and opportunities for change in schools.

Who this course is for?

Teachers, Principal Teachers and School Leadership Teams.  Suitable for Educators of Early, First, Second and Third Level learners.  Particularly suitable for Secondary teachers without a specialism in Computing Science who are teaching Computing or Digital Literacy in BGE.

Key words/concepts:

Computing Science, computational thinking, learning, teaching, assessment, attainment and achievement, creativity, collaboration, curriculum development, professional learning, STEM, STEAM, problem solving, challenges, improvement, unplugged CS.