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Learning Technology


The AHS Creators’ programme is a 3-year integrated programme where each student will go through minimally 50 hours of computational and design thinking during their secondary school journey in Anglican High School. Equipping students with technological skills will enable them to have future-ready dispositions and become value-creators, both for themselves and for others in the community.

Making and coding of drones

Students went through the designing, making and programming of drones during the mid-year programme where they are exposed to STEM. Drone designing looks at the creative and human centered application of Mathematics, Science and Technology and provides a platform for students to problem solve so as to address authentic problems. Research has also proven that drone programming significantly improves students’ learning of spatial visualization and sequencing skills.

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Student assembling the parts of the drone together.
An example of a completed drone which is ready to take flight.
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 Proud creators of the completed drone. Students posing with their completed drone after testing its flight.

























Coding using Microbits

As part of the Creators’ Programme, students also learn how to do block programming via the use of microbits. An argument propounded by Steve Jobs himself said that coding teaches an individual how to think and research has proven that coding can provide students with brain gains in areas such as information processing, logic, problem solving, experimentation and creativity. This is of importance especially when Singapore moves towards transforming into a Smart Nation with digital-literate students as the corner-stone.

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 Students working in groups to code their microbits before integrating the microbit with a project prototype that is of benefit to the community.
























Game Design and Development

The “Game Design and Development” workshop is designed for students to gain exposure to online programming and equip them with computational thinking skills. It is programmed by GameMaker Studios 2.0, a tool designed to empower students to make new and innovative games as well as prototype ideas in the fastest and most intuitive way possible across multiple target platforms. It is intended primarily as a tool for making 2D games and comes with a number of tools and editors to help students realise their dreams and ideas, with their final project being ported across multiple platforms from the same initial base resources.

Students acquire many practical skills such as trial and error, discipline, patience, problem-solving through this workshop. Game design is regarded as a prime example of a constructionist activity especially in the age of digital play (Papert, 1991) and research have shown that students’ capacity to create and modify digital games with and for each other offers them a tremendous advantage in understanding the ever-changing nature of digital media and what it means to problem solve and participate. (Y.B. Kafai & Burke, 2015).

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Students leveraging on Gamemaker Studios 2.0 to design games which are fun and educational to play with as part of the workshop deliverables.














Block programming using Collaborative Robo-Arm

One of the workshops under the Creators’ Programme is the Collaborative Robo-arm workshop which is designed to utilize a fully programmable 6 axis industrial Robotic Arm to give students an understanding of block-based programming and robotic machinery. In this workshop, students learn how the 4th Industrial revolution is impacting our society and they programme a robotic arm as part of the workshop deliverables. 

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Students using block programming to program the movement of the robo-arm.
Students working in groups and trying out the code for the robo-arm to see its capability.















Augmented Reality/ Virtual Reality workshop

Augmented/ Virtual reality in education leverages on the use of technology to provide virtual scenarios to simulate situations that might occur in actual settings so as to bring about the desired learning outcomes. EdTech (2019) cited in their study showing that AR and VR can help with memory retention and recall as students learn in an immersive environment. In this workshop, students had a crack in creating their own AR and VR images and were exposed to this evolving technology as they learn for life.

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Students creating augmented reality images using the application.
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Students creating a virtual tour of the school using the VR knowledge which they have acquired.