Co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA).

Let's Play Coding

Institution
‘Octav Băncilă’ National College of Art
Institution Typology
School, Education Center
Country
Romania
Stakeholders involved
Primary school students, teachers, librarians, American Corner Iasi
Summary
Primary students used Ozobot robots to learn programming, integrating coding with cultural and scientific topics.

CONTEXT AND OBJECTIVES

Problem addressed or learning needs
Lack of early coding education and interdisciplinary learning in primary school.

Types of enhanced competences
Digital literacy,
creative thinking,
problem solving.

METHODS, STRATEGIES AND TOOLS

Subjects involved
Humanities, Technologies\Engineering, Math, Natural Science, Foreign Languages, Arts

Duration and timeline of implementation
2021–2022 academic year, weekly sessions.

Strategies and activities
Hands-on Ozobot activities simulating real-life concepts like pollination and holidays.

Material Sources
Ozobot robots, markers, paper, craft materials.

Methodology
Team Work, Cooperative Learning, Storytelling, Peer Tutoring, Learning By Doing, Case Studies, Inquiry-Based Learning, Inquiry-Based Science Learning, Flipped Classroom, Digital Storytelling, Technology-Enhanced Active Learning (Teal), Jigsaw

IMPACT AND RESULTS

Impact
25 students, 2 teachers, 1 school

Observed Benefits
Higher engagement,
better subject understanding,
improved creativity.

Challenges Faced
Limited tech resources,
need for teacher training.

LESSONS LEARNT AND RECOMMENDATIONS

Key Success Factors
Tangible tools,
teacher-librarian collaboration,
integration of art and coding

Future Improvements
Expand to more grades,
get more resources.

Recommendations
Train more teachers, partner with libraries, use accessible tech.