Innovating by Doing Experiments About Leonardo
Perioada de desfășurare : 1.09.2018-31.08.2020
The analysis of the context highlights two General Objectives:
- Promoting the cooperation, inclusiveness and growth through the exchange of good practices through the mobilities
- Promoting STEAM skills with the tinkering, making, coding methodology
- Raising the knowledge of the character of Leonardo da Vinci and his mechanical inventions
- Developing expertise in the use of bookbinding and woodworking techniques
- Developing the ability to reproduce wood inventions
- Stimulating the design of a prototype by using pre-existing elements in new combinations
- Increasing coding proficiency
- Mobilizing the competence to mechanize the wooden works that have been previously realized
- Developing the ability to create apps
The design phases generate a series of concrete results / products, inspired by Leonardo’s machines:
- „Web quest” about the partner school’s countries
- „Interactive Map” (google Mymaps) with the itinerary of the cities where the partners belong
- „Logo e Mascotte” Editing and choosing them both through a contest between the partner schools
- „Leporello Leonardo Inventore” accordion book about the inventions of Leonardo
- „Sketchcodex” Hand-stitched notebook with Bookbinding techniques
- „Reverse writing” on the sketchcodex using Leonardo’s mirror writing
- „Leonardo’s Spinning Top” wooden reproduction in Fablab
- „Designing an APP” the virtual spinning top in the labyrinth
- „Our Leonardo machine” assembling and reproducing
- “Inventing a Prototype” designing, studying materials, realizing new machines
- „The mechanized Prototype in coding”
The objectives are linked to the horizontal priority in terms of:
- Enhancement, through the figure of Leonardo da Vinci, of the social and educational value of cultural heritage, in the Year of Cultural Heritage 2018, through informal and non formal learning actions and through new teaching approaches like learning by doing, aimed at encouraging intercultural experience in pupils since an early age.
The objectives are linked to the school-priority area in terms of:
- Promoting key skills in the STEAM field through project based and mastery learning activities
- Combine knowledge of art and science and computational thinking for the production of artifacts and exchange of good practices.
- Supporting the partner schools in the realization of inclusive and innovative activities in order to offer quality education and avoid cultural and/or social disadvantage, allowing everyone to succeed, including children with a socio-cultural disadvantage and/or migration background.
- Immersing young students in a new „Cultural Renaissance” in order to allow them to familiarize with the cultural heritage through the knowledge, the study, and the experimentation.
- Getting to know a genius like Leonardo, laying the foundations for an intelligent and inclusive growth.
Activities are designed to help pupils to exercise their critical judgment in the perspective of a permanent and intercultural learning.
The pupils are active protagonists, inventors and craftsmen who, through challenging tasks, acquire skills and know-how while they are constructing meaningful craft and digital products, whose realization requires curiosity, discovery and conquest.
The partnership allows the pupils to make a cultural experience that mobilizes their skills enhancing their potential as students and European citizens.
The activities are conceived starting from the idea that learning does not exist outside the subject that learns, so we intend to create a learning environment in which the students can use the already acquired knowledge to develop new skills.
The teacher, a mediator between what the student already knows and the new knowledge, asks the right questions, always keeps in mind that every problem has more than one solution, lets the kids try out their own ideas and experiment them in the FABLAB.
The „bottom up” strategies of Web Quest and FABLAB guide pupils from reflection to experimentation, encourage them to be active from Leonardo’s codes to programming codes, from artisanal production to digital fabrication, involve them in inclusive and innovative activities and in the end enable all students to succeed.
The goal of getting the students to put their hands in dough at their own rhythms is pursued in the LOGO editing activity and in the construction of the Leporello, the bookbinding laboratory; these activities represent the bridge between reality and theory, between exploration of contents and technology.
Pupils „get their hands dirty” on material and digital objects and find solutions to problems, proceeding and acting freely, without fearing of failure.
The pupils, in the first phase of free exploration, stimulate curiosity and understand the cause-effect relationships: in practice they do not perceive the error as frustrating, but they use it as a stimulus to look for new solutions.
This activity pursues two goals:
- promoting cooperation in the name of inclusiveness
- mobilizing exchanges of ideas and tasks among students
With the project based and mastery learning for the realization of the “spinning top” and the “prototype” the students:
- increase STEAM skills combining knowledge of art and science and computational thinking,
- produce artifacts
- share the results with their peers through a unique and meaningful knowledge that leads to one more complete understanding of reality
In LTTA of I.D.E.A.L. and in intercultural moments the pupils develop:
- STEAM competences and key horizontal and vertical European competences
- the specific vocabulary in their native language and in English.