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A multidisciplinary programming unit

Internet of Things

Kannus, Finland
This multidisciplinary programming unit is a model that allows programming to be applied to various different subjects. At the same time, students will have a chance to complete fun crafts and tech projects from design to assembly.
Introduction

What is it all about?

“"The Internet of Things expanded quite imperceptibly from a collaboration between a few subjects into a multidisciplinary project engaging the whole school. The project can be realized in just a few weeks or scaled to the length of the whole school year.” ”

Antti Tuominen, teacher, Juhani Vuorinen School

People use technology more and more. Technological developments are reflected in people’s lives by increasingly complicated combinations of technology and equipment. This development affects students' lives both now and in the future.

The Internet of Things innovation aims to help students understand what technological change involves and give them the skills to influence it themselves.

The presented model provides the teacher with tools for bringing multidisciplinary programming into teaching various content areas. The Internet of Things is a phenomenon based unit that can be done through mathematics, visual arts, biology or crafts.

Students are able to design, build, and program the devices. As part of the construction process, they explore and observe their own environment. The approach makes programming and the opportunities it offers tangible.

The model is based on interdisciplinary collaboration and teamwork between teachers. The end result is a product utilizing technology which the students have created themselves from scratch.

Teachers can take advantage of their own skillsets in this innovation, so there are many ways to implement it. The examples in the steps have been done with Arduino, an open source electronics platform that combines hardware and programming.

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Innovation Overview
10 - 18
Age Group
-
Children/Users
1
Country
2015
Established
-
Organisation
577
Views
Tips for implementation
An Arduino microcontroller (an attachable control unit for the device being built) A computer with a programming environment (Arduino IDE, free of charge from the web) Electronic components and a breadboard 3D printer or arts and crafts supplies for building the objects
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HundrED Review
Innovativeness

The innovation combines recent technology, independent and creative work.

Impact

The innovation gives students a comprehensive understanding of how they can make use of technology.

Scalability

The innovation can be carried out in several subjects and is therefore suited for various different environments and syllabi.

Media

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Q&A
What would be the very basic materials needed to begin this project with a small group of younger students
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Milestones

Achievements & Awards

Map

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Steps

Inspired to implement this? Here's how...

01
Be inspired to collaborate
At the core of the The Internet of Things is cooperation between different subjects. Therefore it’s important to involve teachers from a number of disciplines.
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02
Figure out what skills and necessary materials are available
Before starting the project, it’s important to figure out what resources you already have available at your school, including equipment, time and skillsets.
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03
Plan and design your device
Even before learning to program, you can begin brainstorming with your team of teachers.
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04
Get to know functional programming with the students
It’s good for both teachers and students to get acquainted with functional programming and Arduino.
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05
Build the devices
Assembly can begin! As the project progresses, it’s possible to experiment and carry out different functionalities with the device.
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06
Be prepared for growing enthusiasm
Occasionally, the students’ projects begin to expand as their enthusiasm and confidence grows.
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