Technology

STEAM (Science, Technology, Engineering, Arts, Math)

The Technology pathway focuses on exposing students to information and communications technologies with some exposure or aspects of the Marketing, Sales, and Services sector.

In a two-year technology course, students engage in a variety of activities and projects that allow them to learn about programming, coding, and systems all while engaging and experiencing the design cycle. Students are also exposed to a variety of platforms in order to introduce them to the different types of software currently used to collaborate and manage projects in a variety of sectors. Since many of the projects that students engage in require them to think of the user of their creations, marketing concepts are also covered.

For a more details regarding the curriculum, please review the below outline of units students experience throughout the two year course.

MYP STEAM Technology Y2 (7th grade)

  1. History of Technology -- Students analyze the history of technological innovation in order to gain an understanding and appreciation of how technology has evolved, while learning to use web 2.0 tools to collaborate and present work.

  2. Intro to Block Coding -- Students are introduced to block coding by having to learn how to communicate with a Sphero robot in order to execute their ideas, messages, and/or desired commands.

  3. App Creators -- Students collaboratively design and create mobile apps with MIT App Creator to address authentic and engaging problems. In order to develop their apps, students also learn about universal design and user friendly interfaces.

  4. Creating Video Games -- Students learn about line-coding by creating a simple 3 character video game from a game template with Bootstrap's Algebra curriculum.

MYP STEAM Technology Y3 (8th grade)

  1. Innovate -- Students study and create different 3-D designs with Tinkercad that consider various limitations based on the given design requirements or constraints, such as limited resources, usability, and/or marketability.

  2. Innovators & Makers -- Students learn how to create systems that interact with the physical world by using micro:bits, sensors, and actuators to create a system that considers universal design.

  3. Animation -- Students learn how to create animations with photo editing software such as Photoshop and/or Pixlr.

  4. Web Design -- Students are introduced to HTML to create webpages and/or websites and evaluate their work in order to further learn about user-friendly interfaces, usability, and universal design.