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发布时间:2021-04-23 17:20

At Invictus, we believe in power of innovation. STEAM has proven to be one of the most popular (and effective) approaches to learning. Its trendiness can be explained by its ability to provide opportunities for integration of hands-on learning and team work, with the use of problem-solving approach. STEAM stands for Science, Technology, Engineering, Arts, and Mathematics. One STEAM activity dipping into these five different subjects allows students to develop their critical thinking, number and math operations awareness, artistic skills and (basic for younger learners) scientific knowledge.


In our K1 classroom, we have been looking into basic coding. The foundations of coding are all about mastering how to think through and solve problems step by step. Later in life this knowledge can serve as a base for learning computer programming and algorithms.



We started our lesson with learning directions first. The students needed to know words such as ‘up’, ‘down’, ‘right’, and ‘left’ in order to successfully finish the task. We’ve learned new vocabulary and practiced it by playing a guessing game with an arrow.


Then we looked at ants and their homes as our activity was directly connected to them. The kids discovered how ant-houses look and the ways little ants make a lot of paths in the ground to accommodate the needs of their colony. We have also learned that ants eat crumbs of food and dead insects that they find and bring back to the ant-house.


The students shared their admiration of ants, their small size and incredible strength. We decided to help a little ant find some food. The projected on the screen set of squares had an ant and some foods for him to choose. Our students discussed at what food the ant would eat first (hamburger), and how he can get there using the directions they have learned before (go right, go up, go right, go right again and eat!).


If our ant is still hungry, he can go find his next meal! How can he get there? Students had to use the new vocabulary to lead the ant to his new goal.

如果我们的蚂蚁还饿,它可以去去寻找它的下一个食物! 那蚂蚁该怎么去到食物那里呢?学生们必须使用新的方向词汇来引导蚂蚁找到到它的新食物。

After that, we reviewed our coding skills individually by marking the paths for the ant to take to find delicious treats with crayons. Some students came to a conclusion that there are multiple ways to get to the same goal! There are also short ways and long ways for the ants to go.


Well done, K1 class! The ant is full now and even has some foods to bring back to the colony to share! We, in our turn, learned the directions vocabulary, how to plan and carry out a step-by-step path to the goal, and discovered lots of facts about ants!

K1 班的小朋友们,表现得真棒! 这只蚂蚁现在已经吃饱了,甚至还有一些食物可以带回蚁群分享! 这节课上,我们学习了方向词汇以及如何计划和一步步地实现目标,并发现了许多关于蚂蚁的事实!

In today's STEAM class, the children have learned the science of ants. In technology, the students explored logical sequencing. In math, they begin to develop a sense of direction. As a next step, we will continue to explore the topic of ants using technology, such as Ant Puppet, to deepen the children's understanding of shapes and ant’s body structure in science.

今天的STEAM课上,从科学方面来说,小朋友们初步认识了解了蚂蚁;从技术方面来讲,小朋友们开始学习逻辑顺序;在数学上,孩子们开始发展对方向的认知。接下来的课程,我们还会继续对蚂蚁进行探索,比如Ant Puppet, 来锻炼小朋友们对数学形状的理解,以及科学方面蚂蚁的身体构造等。


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