Semper offers a number of different opportunities involving innovation and technology. Here are a few examples:
Breakout Boxes:
Breakout Boxes, both digital and not digital, turn classroom learning into rigorous academic games that challenge students to think critically, problem solve, collaborate and communicate with students. This approach to learning allows students to develop several skills outline by Jeffco Generations: Critical & Creative Thinking, Collaboration & Leading by Influence, Agility & Adaptability, Self-Direction & Personal Responsibility and Content Mastery. Additionally, students get the opportunity apply their IB knowledge of the Learner Profile attributes and attitudes.
Coding:
We believe every student should have the opportunity learn computer science. Using both online and unplugged, non-computer activities, we engage students and lay the foundation for computer science. Digital citizenship, computational thinking, problem solving, perseverance and critical thinking. Students are introduced to programming concepts such as loops, events, nested loops, sequence, repeat, and conditionals.
PK-1
K-1 students learn how to code using various applications and tools such as Bee Bots, and Kodable. For more information, please click HERE or go to www.Kodable.com or Common Sense Media a site that rates children’s materials.
Grades 2-5
Grades 2-5 learn how to block code using various tools, sites and applications such a, Code.org, CodeMonkey, Tynker and Wonder Dash robots.
Makerspace:
"A makerspace is a destination where students-sometimes alongside staff, parents, and mentors-can create, problem solve, and develop skills, talents, thinking, and mental rigor." ~Preddy, L.,. (2013). School library makerspaces : Grades 6-12.
Our makerspace is stocked with a variety of materials and tools for inquiry, project-based, independent and/or collaborative hands-on experiences. Our space is used by whole grade levels, classes, small groups or individual students to plan, design, and create.