Here you find helpful materials to build your idea and instructions to use new techniques.
Students learned how data might be used in designing new products and services. They first learned about the different types of data that can be collected and then, with the help of experts, they ideated solutions to sustainability challenges, which they developed further through rapid prototyping. The focus was on creating physical devices, such as wearables, rather than screen-based products. Students were encouraged to present their prototypes by acting out their use.
The school wanted to use bicycles more often. The students were therefore asked to think about problems they experienced around the school and the bicycles, to list and choose some problems, and to try to find and build a solution for them. They build cardboard prototypes with simple electronics.
Workshop Manual: This is a multi-day workshop for children aged 6-12, where they build future monsters out of old electrical appliances and packaging waste. These monsters respond to urgent environmental issues such as garbage, microplastics, the climate crisis or sustainable mobility. In order to magnify the children's ideas, electronic technology becomes an integral part of artistic-creative expression and playfully model solutions.
Workshop manual: In this workshop consisting of 4 units, children will learn about Artificial Intelligence (AI), train their own model and make a prototype of an AI application. The programme is great to introduce children in the world of AI and at the same time let them critically think about the applications of AI.
Workshop Manual: Using the Smard Cardboard Prototype, students (14 to 16 years) of the BHAK/BHAS Hallein (near Salzburg) developed bicycle accessories to encourage more people to use the bicycle. With the help of experts they also thought about the feasibility, the target group and presented their prototypes and ideas at the end in a public final presentation.
Workshop Manual: In 8 weeks children created a prototype for a solution to help solve waste problems in their neighbourhood. Children gathered recycled materials to make a prototype. They used digital fabrication and electronics to further develop the prototype.
Picture the problem you want to tackle in a way that it becomes clear and compelling enough to make other people care so much they want to help solving the problem. This exercise will engage the group in finding a common purpose and spark them to solve the problem together.
You define target groups you would like to help and discuss what their typical characteristics are.
Programming for younger kids is often very abstract and the logic not always that easy to understand. A first exercise to ease the kids 'real' programming on the PC is to have some prior analog programming.