Technology in Room 4

In Rooms 4 and 5, students explore more advanced tools and applications, often interweaving multiple tools into a single project or goal. Students explore what it means to be a responsible digital citizen in the global world and projects are often ongoing or long-term. A focus is made on organization, collaboration, digital citizenship, and the impact of their digital lives on themselves and society. Whether making use of programming languages, shared projects, or 3D imaging, student work towards competency and fluidity across platforms and applications, choosing tools that are most effective in meeting a given need.

Key concepts/skills:

Basic Technology Usage

  • Online collaborative learning environments (LMS)
  • Cross platform fluidity

Productivity

  • Email
  • Large scale collaborations
  • Organization of digital life

Digital Literacy and Citizenship

  • Common Sense Media (Read More)
  • Internet safety
  • Privacy and security
  • Online footprints and reputation
  • Online image and identity
  • Creative credit and copyright
  • Relationships and communication
  • Information Literacy

Creative Arts

  • 3D structural creation
  • Advanced digital storytelling
  • Combined media projects
  • Moviemaking, green screen projects

Computer Programming and Coding

  • Various visual programming languages
  • HTML/CSS
  • Javascript
  • Computational and procedural thinking
  • Robotics programming, including engineering and testing
  • Hardware components

Design Thinking

Students in Room 4 apply Design Thinking, with an introduction on the viability of prototyping and testing out their models. At this level, students learn the complexity of the iterative process as a means for developing prototypes. Room 4 students begin more hands-on work with manual tools, design and computational applications, and materials. The Room 4 students use their core curriculum work on the state of California, as well as creativity challenges that apply SCAMPER tools.

For supplemental learning, Room 4 students will:

  • Describe each phase of design thinking as a means for identifying needs
  • Develop a system of iterative design that supports their design process
  • Employ prototyping, experimentation, and iteration play to express ideas
  • Define creativity and its role in innovation
Lower School Technology Integrationist / Educational Technology Department Chair
310-476-2868 ext 229
Director of STEM
310-476-2868 ext 218