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Technology

CAISL believes that the best way to prepare students to master the technology of the future – the one they will face when they leave school – is to give them a solid foundation in today’s technology, offering ways to access, understand, and actively change the world around them and, at the same time, help them to develop a logical approach to problem-solving, and a belief in themselves that they CAN do it.

CAISL is always searching for new technology that students can use as a tool, to empower, engage them, and enable them as they increase their learning not only in IT but also in all other areas of learning.

Training in technology also includes coding, taught in fun and age-appropriate ways to all students starting as young as EC3 and enhanced by initiatives such as the   Hour of Code.

Keeping your child safe online is a concern we take seriously. On February 2017, CAISL presented parent informational sessions regarding this subject. They are below for parent's use and information. Further resources can be found on the last topic further down: "Online Safety Resources".

Elementary Session (for Parents of children in grades 3-5)

Middle School Session (for Parents of children in grades 6-8)

High School Session (for Parents of children in grades 9-12)

  

 

MEDIA GALLERY

 

 Technology at CAISL, a demonstration of a student imagination, creativity and ability to apply media to different settings.


"A Girafa que Comia Estrelas", PNL Grade 2 Students

"Tulip and the Ball", Kindergarten Students

Halloween Project with LEGO NXT, Middle School Students

Santa Project with LEGO NXT, Middle School Students

Technology and Curriculum

PRIMARY AND ELEMENTARY (GRADES EC-5)

EC3 INFORMATION TECHNOLOGY - Students acquire the age-appropriate technology and media skills while making strong connections, specially linked to Units of Inquiry. Using the bee bot, a programmable toy, students use directional commands to move the bee bot in a simple path. 

EC4 INFORMATION TECHNOLOGY - Students acquire the age-appropriate technology and media skills while making strong connections, specially linked to Units of Inquiry. Students use the bee bot, a programmable toy  to sequence simple steps to move the bee bot to destinations on mats that tie in with curriculum content.  Students orient self and objects in space and directionality using directional commands to move the bee bot and predict floor robot routes by entering step-by-step instructions. 

K INFORMATION TECHNOLOGY - Students acquire the age-appropriate technology and media skills while making strong connections, specially linked to Units of Inquiry. Students use the Cubetto, a programmable toy, to develop algorithmic thinking while planning the shortest journey and using directional commands move the Cubetto to routes where more than one path is available to use.  Students also use drawing/painting tools to illustrate thoughts, ideas and stories.  Basic operations and concepts are covered during class time. 

1 INFORMATION TECHNOLOGY  - Technology is an integral part of the First Grade Curriculum. Students understand that computers only follow the program's instructions.  Using the bee bot software interactively, students sequence tasks on the screen prior to printing out and testing the results on the bee bot (floor robot).  Individually and collaboratively students create, test and modify a program using a graphical environment.  Basic operations and concepts are covered during class time. 

2 INFORMATION TECHNOLOGY - Technology is an integral part of the Second Grade Curriculum. Students use an on-screen robot simulator software to program a simple solution to a given task. Programs created with the simulator software are tested with the floor robot (Probot) making necessary adjustments using the numerical pad.  Students build Lego models and use the computer to program it. Basic operations and concepts are covered during class time. 

3 INFORMATION TECHNOLOGY - Technology is an integral part of the Third Grade Curriculum. Using the floor robot (Probot) and Terrapin Logo Programming Language, students develop the concept of repeating sequences of commands, use procedures and sub procedures to create pictures of familiar objects and repeat loops for drawing squares and mazes. Basic operations and concepts are covered during class time. 

4 INFORMATION TECHNOLOGY - Technology is an integral part of the Fourth Grade Curriculum. Students use a circuit board (Makey Makey) to connect everyday objects to computer programs. Using the Terrapin Logo Programming Language, they learn geometry concepts, giving commands to move in distances and turns in degrees, while constructing polygons and figures.  Students also use the same programming language to create patterns of multiple color shapes. Basic operations and concepts are covered during class time. 

INFORMATION TECHNOLOGY - Technology is an integral part of the Fifth Grade Curriculum. Students learn high level description of the different parts of the input-output-storage-process model of a computer.  Using the  Terrapin Logo Programming Language, students use variables and coordinate systems to draw, and develop games.  Basic operations and concepts are covered during class time. 

MIDDLE SCHOOL (GRADES 6-8)

Software and hardware are the focus of several elective courses in middle-school:

EXPLORATORY ROBOTICS During this course, students work in teams to design, build and program LEGO Mindstorm robots (NXT and EV3). The activities in this course are designed to explore computational thinking, searching for solutions to given problems and testing those solutions on an almost real world environment. Also, topics like Physics and Mechanics are introduced as a way to learn more about how robots work in real life. The uArm robotic arm is used with a custom designed software that allows students to interactively create programs in a safe environment. 

EXPLORATORY CODING  In Exploratory Coding the students will learn Scratch and Python to solve different kinds of problems. This is a very simple programming language that allows vector drawing, games, dynamic presentations, etc.  This course can be taken without any prior knowledge in Coding and it is designed to create a first approach to the subject, or a new one, when the student was already exposed to other programming languages.

VIDEO PRODUCTION  Students will learn the essentials on recording and editing videos using today's digital technology. Challenging projects include editing a commercial, a music video, a stop-motion video and script writing. 

WEB DEVELOPMENT - In Web Development, students will learn HTML and CSS as languages in order to create and share their own web pages. The course includes brainstorming about the role of the web, critical thinking about forms of expression online, respect for intellectual property, page developing through programming, debugging, and commenting. 

HIGH SCHOOL (GRADES 9-12)

Several electives are taught to enhance student's skills:

DIGITAL LITERACY - Learn how to give natural-media pizzazz to artwork, create illustrations, advertisements and image-editing compositions, do frame-by-frame animations, and video editing.

DIGITAL MEDIA - The Digital Media students are responsible for all aspects of the school’s Yearbook production: developing skills in graphic design, photography, journalism, video editing, proofing, leadership and team work.

INTRODUCTION TO PROGRAMMING – The student has a first contact with the most used programming language in the world (Java) and starts to develop real-life applications. Algorithms and programming techniques will not be strange things after this course.

3 GRAPHICS  - In this course students will work with Blender to apply concepts of Geometry, Physics and Computer Graphics. From basic shapes, like cubes, spheres, torus or cylinders they will get more advanced shapes, combining and transforming them. Students will also animate their creations using different virtual materials, lights and camera options to achieve the best results. Mathematical functions will be applied, not as simple abstractions but as a way of achieving results. Blender will be used to create some Physics simulations (e.g., fluid, rigid body, force fields). Other rendering techniques like Freestyle will also be used. 

IB COMPUTER SCIENCE - The focus is on how technology impacts the world, from networking, to advances in computer architecture, to social and ethical as well as practical implications of the changing technical world. Students will also learn object oriented programming in Java.

Computers - 1:1 and 2:1 Programs

As a part of its Strategic Plan to integrate technology into the 21st Century learning environment, CAISL initiated a laptop program in September 2011. In the 2017-2018 school year these are the computers students have access to in the classroom:

PRE-SCHOOL (EC3, EC4 AND KINDERGARTEN)

A mobile lab cart with 10  laptops is available for preschoolers to use at school.

ELEMENTARY SCHOOL

Elementary students use different computers in an environment ratio of either 1:1 (one child for one computer) or 2:1 (two children share one computer) for their use at school:

GradeEnvironmentComputer
12:1
HP ProBook 5320m
21:1HP ProBook 430 (G2)
31:1HP ProBook 430 (G4)
41:1HP ProBook 430 (G4)
51:1HP ProBook 430 (G4)

SECONDARY SCHOOL

Students are assigned one laptop (1:1 ratio) for use in school and at home.

GradeEnvironmentComputer
6-71:1HP ProBook 430 (G2, G3)
8-91:1HP ProBook 430 (G2, G3, G4)
10-121:1HP ProBook 430 (G2, G3, G4)

All laptops have appropriate software installed corresponding to IT needs for varied classes. If students prefer to use their own laptop they can but they have to install a list of software required.

Floor Robots

CAISL acquired several floor robots to support learning including:

Bee-Bot® - Friendly small-size robot tool for teaching sequencing, estimation, problem-solving, and just having fun! CAISL has 17 devices available for EC, K and grade 1 classes. (watch video)

Pro-Bot® - Floor robot that offers students an enticing, engaging, and hands-on experience with Logo programming as well as robotic controls. There are 16 devices available for grades 2-5 classes. (watch video)

Cubetto® - A wooden robot that will teach child the basics of computer programming through adventure and hands on play.

Construction Sets

Similarly, CAISL has also acquired several construction sets from LEGO®:

WeDo helps teach how technology plays an active and informative role in the students’ learning and is an ideal product for teaching across different subjects at primary level, particularly literacy, science, math, technology and engineering. CAISL has 6 sets available for grade 2 (Click for info) with additional 5 Simple & Powered Machines Sets.

Mindstorm® NXT and EV3 engages students in science, math, technology, computer science and engineering while they develop core skills such as teamwork, time management and problem solving. CAISL has 13 sets available. (click for info)

Other Technologies

Rainbow Talking Photo Album – Develops communication, language development and IT. CAISL acquired a set of 6 for kindergarten.

Talking Cards - Encourages children with their speaking and listening skills. A set of 12 was acquired for Early Childhood classes.

Other School-wide Technologies

E-beam interactive whiteboard, CAISL has 23 classrooms equipped with this device (click here or here for info).

Document camera digital visual presenter is one of the ways to add interactive and visual technology to presentation in a classroom. 8 classrooms are equipped with this device (Click for info).

Celling Projectors. All classroom and common spaces have a wireless projector.

Netboard Portable - 1 device to circulate between EC classrooms (Click for info)

Wi-fi is available in all campus facilities.

Video/Photography. A variety of digital cameras, go-pro and video cameras can be checked out in the Library to use in projects.

Online Safety Resources

Digital citizenship and internet safety resources.

Please press the icon to follow link:

 

 


SERVICES SUBSCRIBED BY CAISL:

Animated educational site for students.
The Day Online news.

Used to track progress throughout the year.
History and Science online learning materials.
Tool for research projects.
OPAC for the libraries, and also contains links to our databases.
Online math learning platform.
Learning Management System (LMS) – Online course activities and resources are available to support learning.
On-line magazine resource.
Defines topics for research papers by offering search engines that are specialized in finding articles that are hidden in the invisible web.
Online guided reading program with interactive ebooks, downloadable books, and reading quizzes.
Digital Learning Platform.
Available to students (grades 6-12) to provide quick support for any kind of difficulty.
Spelling, vocabulary, writing, and language arts activities for K-12 cross-curricular word study.

Time Magazine

Determines the originality of texts.


CAISL is a student-centered educational community in which we challenge ourselves and each other to do our best and to make positive contributions to our diverse and ever-changing world.

© Carlucci American International School of Lisbon

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Rua António dos Reis 95
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T: 351-219-239-800
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Fotografia/Photography:emigus.net

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