Description
Project Title: Animate to Educate: A Day of Computing for KS2 Children
Objective: Our primary goal is to introduce KS2 children to the world of computing, robotics, AI, and programming through a day of interactive and engaging activities hosted by "Animate to Educate."
Target Audience: KS2 students aged 7-11 from local schools and communities.
Date and Location: [Proposed Date], [Proposed Venue]
Project Budget: [Total Budget Request]
Grant Request: We are seeking £500 to support this educational initiative hosted by "Animate to Educate."
Program Outline:
The "Animate to Educate: A Day of Computing" program will offer a full day of interactive workshops and activities, designed to introduce children to new platforms and apps in a fun and engaging way. The day's activities will include:
Robotics Workshop: Children will have the opportunity to build and program their own robots, learning the fundamentals of robotics and automation.
AI Exploration: A session on artificial intelligence, where kids will engage in hands-on activities, like training simple AI models to recognize objects or patterns.
Programming Games: Interactive coding games and challenges that make learning programming concepts enjoyable and accessible to all.
Creative Coding: A session where children will create their own interactive stories, animations, or games using coding platforms designed for their age group.
Educational Tech Showcase: An exhibition featuring cutting-edge educational technology tools and apps, providing children with exposure to innovative learning resources.
Expected Outcomes:
Increased interest in STEM (Science, Technology, Engineering, and Mathematics) fields among KS2 students.
Improved problem-solving skills, critical thinking, and creativity.
Encouragement of teamwork and collaboration.
Exposure to career opportunities in technology and computing.
A memorable and enjoyable educational experience for all participants.
Budget Breakdown:
Instructor fees and expenses: £500
Total Budget: £500
We believe that "Animate to Educate: A Day of Computing" has the potential to inspire and shape the future of KS2 children by providing them with exposure to technology that is both educational and enjoyable.