Elementary Workshops
Engineering Outreach at Ontario Tech University offers a variety of workshops for grades K through 8. Our workshops target specific curriculum topics and increase student understanding of Science, Technology, Engineering, and Mathematics. Our elementary workshops run in blocks of 75 minutes. All bookings require a minimum of 2 workshops.
We also offer a discount if you book for a full day's worth of programming! Once your reservation is complete a $50 discount will be applied.
Maker Workshops
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Heat Retention (Grades K - 4)
In this workshop, students will be exploring the insulating properties of different substances and materials, and how these properties can impact how we keep warm in a cold environment. Making use of this learning and the Engineering Design Process, students will step into the role of environmental engineers and design a hibernation habitat for an animal - including testing their design!
Curriculum Links: Conservation of Energy, Heat in the Environment, Energy in Our Lives, Properties of Liquids and Solids, Interactions in the Environment, Needs and Characteristics of Living Things
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Foil Boats (Grades 1 - 8)
In this workshop, students explore the principles of buoyancy and the step into the role of a marine engineer to design a boat to hold weight. Students will make use of the Engineering Design Process in groups to design and build their ships in class with simple materials that could be found at home, guided by instructors. All designs will be tested to see how much cargo they can hold!
Curriculum Links: Objects and Structures, Movement, Buoyancy, Stable Structures, Properties of Matter, Form, Function, and Design, Fluids, Systems in Action
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Rush Hour (Grades 4 - 6)
In this workshop, students will learn about the world of traffic lights and how electricity plays an important role within society. Through the Engineering Design Process, students will design and test traffic lights; thinking as an electrical engineer. An advanced version of the workshop is available for higher grades to practice their coding skills and optimize how the light functions.
Curriculum Links: Light and Sound, Electrical Devices
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Colour Decoded (Grades 4 - 6)
In this workshop, students will explore fundamental concepts of light and the electromagnetic spectrum, and learn about spectroscopes - a hands-on tool revealing the hidden spectrum of colour behind any light source. Students will have a chance to test a 3D printed Spectroscope, and then work to replicate the design using much simpler materials with the help of the Engineering Design Process.
Curriculum Link: Light (waves/particles, electromagnetic spectrum)
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Step Forward (Grades 4 - 8)
In this workshop, students will have the opportunity to step into the role of a biomechanical engineer and design a prosthetic leg to replace the functions of a lost leg. With several constraints and requirements, students will need to use the Engineering Design Process to make use of the simple materials provided to design and test a functional leg.
Curriculum Link: Biology (human body and body systems)
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TinkerCAD 3D Printing & Prototyping (Grades 6 - 8)
In this workshop, students will be introduced to the fundamentals of 3D modelling with TinkerCAD, with the end goal of stepping into the role of aerospace engineers and designing a rocketship to take astronauts to Mars. Making use of the Engineering Design Process, students will be guided through the various steps of the process to make a 3D model rocketship in a similar fashion that a real engineer would. These designs will be printed out by our team, and given to the students before we leave.
Please note that in order to have enough time to print designs this MUST be booked as part of a three-workshop day. Any bookings that do not meet this requirement may be rejected.
Curriculum Connections: Programming, Engineering Design
Coding Workshops
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Intro to Robotics (Kindergarten)
How do robots work? In this workshop, students will experiment by controlling a robot's direction and speed using drawn commands on paper.
Curriculum Links: Coding. This workshop covers how to use simple commands to move a robot on a course at different speeds
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Intro to Python (Grade 7 - 8)
Python is a common programming language that is widely used in the sciences. It is also one of the most popular programming languages in the world. This workshop introduces students to the basics of coding in python such as assigning variables, if/then statements, and performing simple tasks (e.g., making a calculator) in preparation for high school.
Curriculum Links: Coding. Teachers can request certain topics (e.g., loops, conditional statements) be covered depending on what they’re teaching in class
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Bloxels Biodiversity and Ecosystems (Grades 1 - 8)
Student will learn about engineering's importance, programming's real-world applications, and input/output logic. The focus varies based on grade levels:
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Grades 1 - 2: Learners grasp ecosystem concepts, types, and basic food chain systems. They practically apply this by creating ecosystems in Bloxels, including environments and pixel art animals. Understanding input's impact on character movement in the app is a key takeaway.
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Grades 3 - 4: Students gain familiarity with Bloxels' environment, explore engineering and programming's significance, and delve into diverse ecosystems and food chains. They employ pixel art to craft animals and ecosystems, extending learning to predator-prey dynamics. Adding predator characters and utilizing game elements like power-ups deepen understanding.
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Grades 6 - 7: Similarly introduced to Bloxels, these students tackle engineering, programming, ecosystems, and food chains, while also mastering scientific terminology for their game development. They construct prey and predator characters, using power-ups, multiple characters, and checkpoints for added complexity, showcasing an advanced comprehension of ecosystem dynamics and game design.
Curriculum Links: Coding, Biology (biodiversity and ecosystems)
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Bloxels Literacy (Grades 2 - 3)
Students will have the opportunity to explore the Bloxels application and create a gaming environment of the story, The Three Little Pigs. While students learn about engineering and its applications, programming significance in the real world, programming input and output controls logic as a software/game developer, they will also be able to learn basic literary structure of a story. Grasping terms like beginning, middle (climax), end, protagonist, antagonist, setting, and story repetition, students will master these concepts by recreating the story in Bloxels by using pixel art to create characters, settings and power-ups to make their plot more interesting.
Curriculum Links: Coding, Literacy
Actua provides training, resources and support to its national network of members located at universities and colleges across Canada in the delivery of science, technology, engineering and mathematics (STEM) education outreach programming. Each year, these members engage over 350,000 youth in 500 communities nationwide. Please visit Actua at www.actua.ca