uOttawa Maker Mobile Workshop

Deux enfants participants avec un groupe du Maker Mobile

The uOttawa Maker Mobile Workshop is a Makerspace on wheels. Carrying the latest technologies, the Maker Mobile delivers fun hands-on learning activities to schools, libraries and community centres across the region, complementing the school curriculum. Workshops can be bilingual and tailored to your needs!

Our goal is to encourage creativity, problem-solving skills and interest in technology among everyone in the community.

Locations

Ottawa-Gatineau region

From September 2018 to June 2019, we have reached a total of 511 schools, over 36,000 kids and have given over 1383 workshops in the National Capital Region and the province of Ontario and Québec.

Outside of the Ottawa-Gatineau region

The Maker Mobile sometimes travels to other regions in Ontario and Québec. If you are interested in having the Maker Mobile come to your school or region, please contact us at makermobile@uOttawa.ca, call us at 613-562-5800 ext 6973 or sign-up to be notified if we are visiting your region.

Online

Teacher will create a meeting either with Google Meet or Microsoft Teams and will invite us to participate.

Workshops for students

Registration

Discover our workshops and choose the one(s) that will best suit your students’ interests and your curriculum.

  1. Select two potential workshop dates. Registrations for workshops are done on a first-come, first-served basis.
  2. Once registration is complete, you will receive an email from Adventures 1-3 business days following the receipt of your application. Occasionally, it can take up to 5 business days for us to contact you. If you do not hear back within a week, please send us an email at: makermobile@uottawa.ca.
  3. Once your registration has been processed, we will send you an email with a tentative schedule. You must review it thoroughly then reply by email to either confirm your registration or make changes.

Workshop sequence

“Advanced 3D printing” and “Laser cutting” must be the first session booked in the morning or afternoon since these workshops are a minimum of 2 hours. This is to allow for processing time of printing or cutting. For this reason, there's a maximum of two “Advanced 3D Printing” or “Laser cutting” workshops that can be booked each day.


    Language

    • English, French, and Immersion

    Cost

    At your school or location:

    • $525 for a full day (4 workshops, for up to 4 classes)
    • $995 for a full day (8 workshops, for up to 8 classes)
    • $335 for morning only (2 workshops, for up to 2 classes)

    On campus:

    • $395 for a full day (up to 4 workshops)
    • $295 for half a day (up to 2 workshops)

    Online:

    • $115 per workshop, per group 

    SHSM workshops:

    • $350 per 2-hour long workshop, per group

    Group Size

    • Maximum 30 students per workshop

    Preparing for your event

    Our dynamic instructors will come to your school with the Maker Mobile or will meet you and your group online!

    Requirements for
    in-person workshops

    • The teacher must always remain in the classroom and will be required to complete a short evaluation at the end of the workshop.
    • Classroom or laboratory with at least 2 electrical outlets
    • A projector
    • Wi-Fi access (please have the password ready for our instructors)
    • For a 3D printing workshop, we will need a table to install our three 3D Printers (close to power outlets)
    • Access ramp to bring in the machinery (if available)

    Requirements for
    online workshops

    • The teacher must always remain in the meeting and will be required to complete a short evaluation at the end of the workshop.
    Sponsored Workshops for schools in need
    For the year 2021-2022, schools that do not have the funds to pay for their workshops can apply to have their workshops subsidized by our sponsors. We have received funding from DPI, Community Foundation and Actua to provide workshops for underprivileged children, newcomers and indigenous people. To make a request, please send an email to makermobile@uottawa.ca
    Discover all our in-person workshops for students

    3D printing (advanced)

    • Grade 2 to 12
    • Duration: 2.5 hours (counts as two workshops)

    In this advanced interactive workshop, participants will discover this new technology from how it works to its multitude of uses. They will have more time to create their own 3D model in small groups using Tinkercad, a user-friendly 3D modeling software. Depending on their grades, they will design a more complex prototype then during the Introduction workshop. Next, they will learn how to print their design with the 3D printers, and turn it into reality. During the printing time, students will also work on more design challenges.

    • Grade 2: Cookie Cutter. Students will turn a 2D drawing into a 3D shape, which they can use as a cookie cutter.
    • Grade 3 to 6: Creative Character. Students will create their own character while investigating the 3D design process.
    • Grade 7 to 8: Catapult. Students will learn how to design in 3D and build their own catapult using a 3D printed part and other materials.
    • Grade 9 to 12: Science: Students will design a top. They will investigate forces, inertia and torque as well as the design process.

    3D printing (introduction)

    • Grade 2 to 12
    • Duration: 75 minutes

    In this interactive workshop, participants will be introduced to this new technology, and will discover its functionality and applications. In small groups, they will have the opportunity to create their own 3D model of a Lego character’s head using Tinkercad, a user-friendly 3D modeling software. We won't have time to print each individual student's design, but each student will get an example, 3D printed during the workshop.


    Create your own animal habitats in AR

    • Grade 4 to 7
    • Duration: 75 minutes

    Students will learn about different animal habitats and their characteristics. Then, they will create their own animal habitat in 3D using the online software CoSpaces. They will learn how to animate their animals and use simple coding concepts to make them move. Afterwards, using a Merge cube, they will see their habitat come to life with augmented reality!

    Note that there is a maximum of 4 AR or VR workshops (combined) per day and they can't run simultaneously.


    Arduino

    • Grade 5 to 12
    • Duration: 75 minutes

    In this interactive workshop, students will get a chance to learn about microcontrollers by programming an Arduino board and controlling its various inputs and outputs (lights). In this day and age, open source microcontrollers like the Arduino have become mainstream and have been adopted by electronic hobbyists around the world. This workshop gives participants a good introduction to the world of electronics and electrical engineering.

    Curriculum expectations for this workshop

    Grade

    Topic 

    Overall expectation 

    5-6 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves conditional statements and other control structures 

    Read and alter existing code, including code that involves conditional statements and other control structures, and describe how changes to the code affect the outcomes (gr 5) and the efficiency of the code (gr 6) 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing efficient code, including code that involves events influenced by a defined count and/or sub-program and other control structures 

     

    Read and alter existing code, including code that involves events influenced by a defined count and/or sub-program and other control structures, and describe how changes to the code affect the outcomes and the efficiency of the code 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing code 

    Read and alter existing code involving the analysis of data in order to inform and communicate decisions, and describe how changes to the code affect the outcomes and the efficiency of the code 


    Arduino (advanced)

    • Grade 7 to 12
    • Duration 75 minutes

    This workshop is to be booked as a second workshop after the first Arduino workshop or for students with previous programming experience. More advanced programming concepts such as loops and arrays will be explored.

    Curriculum expectations for this workshop

    Grade

    Topic 

    Overall expectation 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing efficient code, including code that involves events influenced by a defined count and/or sub-program and other control structures 

    Read and alter existing code, including code that involves events influenced by a defined count and/or sub-program and other control structures, and describe how changes to the code affect the outcomes and the efficiency of the code 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing code 

    Read and alter existing code involving the analysis of data in order to inform and communicate decisions, and describe how changes to the code affect the outcomes and the efficiency of the code 

     


    Bee-bot

    • Kindergarten to grade 2
    • Duration: 75 minutes

    Bee-Bot is an award-winning programmable robot, perfect for teaching orientation, sequencing, estimation and programming to young children. Students will have the opportunity to complete the challenge of programming their Bee-Bot to make its way through a maze.

    Curriculum expectations for this workshop

    Grade

    Topic 

    Overall expectation 

    1-2 

    Math/Algebra/Coding 

    Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential events (gr 1) and concurrent events (gr 2)  


    Create your own VR world with CoSpaces

    • Grade 6 to 12
    • Duration: 75 min to 2 hours

    Students will learn how to create a 3D world using the online software CoSpaces. They will create and code a roller coaster to move along a path. Then, they will be able to go inside their roller coaster to try it in a virtual world with an Oculus Go headset!

    Note that there is a maximum of 4 AR or VR workshops (combined) per day and they can't run simultaneously.


    Programmable electric car

    • Grade 7 to 12
    • Duration: 75 minutes

    In this hands-on workshop, participants will get the chance to bring together digital and physical worlds by programming a small car robot to go through a maze. Concepts of vectors and programming will be introduced.


    Electricity

    • Grade 8 to 12
    • Duration: 75 minutes

    In this hands-on workshop, students will design, build and test simple parallel and series circuits. They will investigate different electrical components such as transistors and switches.


    Green engineering (solar energy)

    • Grade 8 to 12
    • Duration: 75 minutes

    In this hands-on workshop, students will learn about solar energy. They will investigate, test and compare solar panels in series and parallel circuits by measuring electrical voltages and currents.


    Laser cutting

    • Grade 3 to 12
    • Duration: 2.5 hours (counts as 2 workshops)

    This workshop is all about using a high precision laser to cut and etch materials. Using the software Inkscape, participants will design a project in 2D, that will be cut by the laser, and assembled to make a 3D object. They will learn all about this versatile tool and its applications.

    • Grade 3 to 4: Bird House
      • Students will design and build a small bird house made of cardboard (in teams of 2-3) that will be laser cut.
    • Grade 5 to 6: Glider
      • Students will create a 3D airplane from a 2D design (in teams of 2-3) that will be laser cut.
    • Grade 7 to 8: Candy Box
      • Students will create a 3D box from a 2D design (in teams of 2-3) that will be laser cut.
    • Grade 9 to 12:
      • Science: Students will learn about the benefits and challenges of a nature bridge (a place where animals cross the highway). Students will then design their own nature bridge (in teams of 2-3) and cut it out of cardboard on the laser cutter.
      • Technology: Students will design a chair to scale (in teams of 2-3), and cut it out of cardboard on the laser cutter while learning about the design process.

    Little Bits

    • Grade 2 to 4
    • Duration: 75 minutes

    In this hands-on workshop, students will investigate circuits and computer logic using electronic building blocks called Little Bits, while learning some basic programming concepts.


    Coding with Micro:bits

    • Grade 4 to 7
    • Duration: 75 minutes

    In this interactive workshop, students will learn basic coding concepts and will create their own game using a Micro:bit board. A Micro:bit is a small board, half the size of a credit card, that has a micro-processor, accelerometer, sensors, a display of 25 LEDs and two programmable buttons. It’s now used around the world to encourage children to get actively involved in writing software and building new things.

    Curriculum expectations for this workshop

    Grade

    Topic 

    Overall expectation 

    Math/Algebra/Coding

    solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequentialconcurrentrepeating, and nested events 

    read and alter existing code, including code that involves sequential, concurrent, repeating, and nested events, and describe how changes to the code affect the outcomes 

    Math/Algebra/Coding

    solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves conditional statements and other control structures 

    5-6 

    Math/Algebra/Coding

    solve problems and create computational representations of mathematical situations by writing and executing efficient code, including code that involves conditional statements and other control structures 

    read and alter existing code, including code that involves conditional statements and other control structures, and describe how changes to the code affect the outcomes (gr 5) and the efficiency of the code (gr 6) 


    Robots and creative art

    • Grade 3 to 7
    • Duration: 75 minutes

    In this interactive workshop, students will learn robotics basics using Jade Robots, an educational robot designed to engage and excite youth about STEM. Using basic coding concepts, they will program their robot to make it draw a creative art piece!


    Codemaker programming and scratch

    • Kindergarten to grade 7
    • Duration: 75 minutes

    Students will learn to program their own interactive stories and games. In the process, they will learn to solve problems, design projects and express themselves creatively on the iPad or laptops.

    We will provide the iPads or laptops for this workshop, so access to other computers is not necessary.

    • Kindergarten to grade 3: Scratch Jr on iPads
    • Grade 3-6: Hopscotch on iPads
    • Grade 4-7: Scratch on laptops
    Curriculum expectations for this workshop

    Grade

    Topic 

    Overall expectation 

    1-3 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential events (gr 1); concurrent events (gr 2); repeating events (gr 3) 

    Read and alter existing code, including code that involves sequential,(gr 1) concurrent (gr 2), and repeating events (gr 3), and describe how changes to the code affect the outcomes 

    4-6 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequentialconcurrentrepeating, and nested events (gr  4) 

    Read and alter existing code, including code that involves sequential, concurrent, repeating, and nested events, and describe how changes to the code affect the outcomes (gr 4) 

    Solve problems and create computational representations of mathematical situations by writing and executing efficient (gr 6) code, including code that involves conditional statements and other control structures (gr 5) 

    Read and alter existing code, including code that involves conditional statements and other control structures, and describe how changes to the code affect the outcomes (gr 5) and the efficiency of the code (gr 6) 


    Engineering design (wind turbine)

    • Grade 7 to 12
    • Duration: 2.5 hours

    In this interactive workshop, students will learn the step-by-step process of Engineering Design, from conceptualizing, to designing and creating renewable energy by making wind turbines. Students will learn how to transform the wind’s kinetic energy into electrical energy using their wind turbine. They will get to design, build and test their prototypes and will have to adjust their design in order to produce the most energy. Our giant light board will be used to show the amount of electricity that they produced.

    The Engineering design process includes many steps. The first part of this workshop will be to design their turbine. After having built their wind turbine, students will have a chance to test it and will return to their station to adjust their product for the final competition.

    Discover all our online workshops for students

    Online robotics!

    • Grade 1 to 3
    • Duration: 40 to 45 minutes

    Participants will learn about cool robots, will understand how to give a series of commands to program a robot and will learn basic coding concepts using a virtual Beebot.

    Curriculum expectations for this workshop

    Grade

    Topic 

    Overall expectation 

    1-2 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential events (gr 1) and concurrent events (gr 2)  

     


    Introduction to coding with Scratch Jr

    Grade 1 to 3

    Duration: 40 to 60 minutes

    Students will learn to program their own interactive stories and games. In the process, they will learn to solve problems, design projects and express themselves creatively. For this workshop, an app must be installed on ipads or you can also download it on a computer. Note: Chromebooks can be used for this workshop.

    Curriculum expectations for this workshop

    Grade 

    Topic 

    Overall expectation 

    1-3 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential events (gr 1); concurrent events (gr 2); repeating events (gr 3) 

    Read and alter existing code, including code that involves sequential,(gr 1) concurrent (gr 2), and repeating events (gr 3), and describe how changes to the code affect the outcomes 


    Coding with Scratch Introduction

    • Grade 4 to 7
    • Duration: 1 hour

    Students will learn to program their own interactive stories and games. In the process, they will learn basic programming concepts, how to solve problems and express themselves creatively. Scratch is an online program. Chromebooks or laptops are required for this workshop.

    Coding with Scratch: Get Vaxxed!

    • Grade 5 to 8
    • Duration: 1 hour

    During this workshop, participants will use Scratch, a kids' friendly software to learn coding concepts to simulate disease transmission in a population and how vaccine can have a counter-effect to the virus! It is recommended to have some knowledge of Scratch for this workshop. The classes with no experience at all with Scratch should register to the Coding with Scratch Introduction workshop first.

    Curriculum expectations for this workshop

    Grade

    Topic 

    Overall expectation 

    4-6 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequentialconcurrentrepeating, and nested events (gr  4) 

    Read and alter existing code, including code that involves sequential, concurrent, repeating, and nested events, and describe how changes to the code affect the outcomes (gr 4) 

    Solve problems and create computational representations of mathematical situations by writing and executing efficient (gr 6) code, including code that involves conditional statements and other control structures (gr 5) 

    Read and alter existing code, including code that involves conditional statements and other control structures, and describe how changes to the code affect the outcomes (gr 5) and the efficiency of the code (gr 6) 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing efficient code, including code that involves events influenced by a defined count and/or sub-program and other control structures 

    Read and alter existing code, including code that involves events influenced by a defined count and/or sub-program and other control structures, and describe how changes to the code affect the outcomes and the efficiency of the code 


    Coding with virtual micro:bits

    • Grade 4 to 8
    • Duration: 1 hour

    In this interactive workshop, students will learn basic coding concepts and will create their own game using a virtual Micro:bit board. A Micro:bit is a small board, half the size of a credit card, that has a microprocessor, accelerometer, sensors, a display of 25 LEDs and two programmable buttons. It’s now used around the world to encourage children to get actively involved in writing software and building new things. Chromebooks or laptops are required for this workshop.

    Curriculum expectations for this workshop

    Grade

    Topic 

    Overall expectation 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequentialconcurrentrepeating, and nested events 

    Read and alter existing code, including code that involves sequential, concurrent, repeating, and nested events, and describe how changes to the code affect the outcomes 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves conditional statements and other control structures 

    5-6 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing efficient code, including code that involves conditional statements and other control structures 

    Read and alter existing code, including code that involves conditional statements and other control structures, and describe how changes to the code affect the outcomes (gr 5) and the efficiency of the code (gr 6) 


    Introduction to Arduino

    • Grade 6 to 12
    • Duration: 1 hour

    In this interactive workshop, students will get a chance to learn about microcontrollers by programming a virtual Arduino board and controlling its various inputs and outputs (lights). In this day and age, open-source microcontrollers like the Arduino have become mainstream and have been adopted by electronic hobbyists around the world. This workshop gives participants a good introduction to the world of electronics and electrical engineering. Chromebooks or laptops are required for this workshop.

    Curriculum expectations for this workshop

    Grade

    Topic 

    Overall expectation 

    Math/Algebra/Coding 

    Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves conditional statements and other control structures 

    Read and alter existing code, including code that involves conditional statements and other control structures, and describe how changes to the code affect the outcomes and the efficiency of the code  

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing efficient code, including code that involves events influenced by a defined count and/or sub-program and other control structures 

    Read and alter existing code, including code that involves events influenced by a defined count and/or sub-program and other control structures, and describe how changes to the code affect the outcomes and the efficiency of the code 

    Math/Algebra/Coding

    Solve problems and create computational representations of mathematical situations by writing and executing code 

    Read and alter existing code involving the analysis of data in order to inform and communicate decisions, and describe how changes to the code affect the outcomes and the efficiency of the code 


    Introduction to 3D printing modelling

    • Grade 4 to 12
    • Duration: 1 hour

    In this interactive workshop, participants will be introduced to this new technology and will discover its functionality and applications. They will have the opportunity to create their own 3D model using Tinkercad, a user-friendly 3D modelling software. Chromebooks or laptops are required for this workshop.


    3D modelling molecules

    • Grade 9 to 12
    • Duration: 75 minutes

    In these chemistry workshops, the instructor will first start by reminding students about the most relevant material in their curriculum while keeping it interactive by asking simple questions. The instructor will also relate those chemistry principles with an environmental issue to discuss. Next, the instructor will introduce 3D modeling and 3D printing. And finally, the main activity will be to 3D model a molecule using the software Tinkercad (the details required will increase depending on the age group of the students). Chromebooks or laptops are required for this workshop.


    3D modelling and programming with Tinkercad Codeblocks

    • Grade 6 to 12
    • Duration: 1 hour

    In this interactive workshop, participants will be introduced to 3D modelling and will discover functionality and applications of 3D printers. They will also explore how to code 3D objects using mathematical  concepts like geometry, coordinates and transformations to create their own 3D model of a mandala using Tinkercad Codeblocks. This workshop is a perfect mix of coding, mathematics and arts! Chromebooks or laptops are required for this workshop.


    Introduction to virtual reality and Cospaces

    • Grade 6 to 12
    • Duration: 1 hour

    Students will learn how to create a 3D world using the online software CoSpaces and will be introduced to virtual reality. They will create and code a roller coaster to move along a path and will be able to see a simulation on their computer. Chromebooks or laptops are required for this workshop.


    Exploring Space in VR with CoSpaces

    • Grade 6 to 12
    • Duration: 75 minutes

    Grade 6: Students will learn how to create a 3-dimensional world, using the online CoSpaces program. They will create a 3D representation of the solar system and will code the planets to follow a path around the sun.

    Grade 9 to 12: Students will learn how to create a 3-dimensional world, using the online CoSpaces program. Students will be given the task of creating a base on the planet Mars. They will have to take into account the extreme environment that Mars presents to create a base that can support human life.

    Chromebooks or laptops are required for this workshop.


    Investigating Simple Machines in Virtual reality

    • Grade 7 to 10
    • Duration: 75 minutes

    Students will learn about the different types of simple machines and construct a lever in virtual reality, using the software CoSpaces.
    They will then explore what happens when the masses and positions of objects on the lever are changed and how this affect the forces through an accurate physics simulator. Students will end the session using a lever as their virtual catapult to try to break down a virtual wall.

    Link with curriculum:

    Grade 8: 2.3 use scientific inquiry/experimentation skills to investigate mechanical advantage in a variety of mechanisms and simple machines. (for example, conduct experiments to determine what happens when the length of the effort arm and/or the load arm in a lever are changed, and note qualitative or quantitative changes in mechanical advantage.)


    Kinematics and Virtual Reality

    • Grade 11 to 12
    • Duration: 75 minutes

    In this interactive workshop, students will get to apply many different physics theories seen inside the classroom to a real-life situation. More specifically, participants will get to use kinematics and conservation of energy concepts to solve a complex projectile problem. Once solved, the projectile problem will be recreated in a 3D environment software called Cospaces, where students will simulate and test out if their calculations were correct through a virtual simulation.

    Link with curriculum:

    Grade 11: B2. investigate, in qualitative and quantitative terms, uniform and non-uniform linear motion, and solve related problems;

    Grade 12: B2. investigate, in qualitative and quantitative terms, the linear uniform and non-uniform motion of objects, and solve related problems; B3. demonstrate an understanding of different kinds of motion and the relationships between speed, acceleration, displacement, and distance.


    Everything about Vaccines

    • Grade 9 to 12
    • Duration: 75 minutes

    During this workshop, participants will learn about vaccines, from conception to social involvement. The following topics will be discussed: pathogens, the immune system, types of vaccines and their components, their history, and the social implication of vaccines. This workshop will be presented in the form of an interactive presentation, allowing the active participation of the students.

    Link with curriculum:

    Grade 10: B1. evaluate the importance of medical and other technological developments related to systems biology, and analyse their societal and ethical implications;

    B3. demonstrate an understanding of the hierarchical organization of cells, from tissues, to organs, to systems in animals and plants.

    Grade 11 SBI3U: E3. demonstrate an understanding of animal anatomy and physiology, and describe disorders of the respiratory, circulatory, and digestive systems. E1. analyse the relationships between changing societal needs, technological advances, and our understanding of internal systems of humans;

    Grade 11 SBI3C: E1. analyse the social or economic impact of a technology used to treat systems in the human body, and the impact of lifestyle choices on human health;

    Grade 12 SBI4U: B1. analyse technological applications of enzymes in some industrial processes, and evaluate technological advances in the field of cellular biology; D1. analyse some of the social, ethical, and legal issues associated with genetic research and biotechnology;

    Grade 12 SNC4M: C1. evaluate the impact of scientific and technological knowledge and individual behaviour on the control of pathogens and the prevention of disease; C2. investigate the nature and growth of pathogens and the effectiveness of measures intended to prevent their spread; C3. demonstrate an understanding of pathogens, the diseases they cause, and ways of controlling their spread. E1. assess the impact of scientific research, technological advances, and government initiatives on public health; E2. investigate various strategies related to contemporary public health issues; E3. demonstrate an understanding of major public health issues, past and present.

     


    Mathematics & Coding - Count your Coins

    • Grade 2 and 3
    • Duration: 45 minutes

    Kids will learn about the various Canadian coins and bills and how to add them. They will need to solve problems and use basic coding principles (e.g. sequential events) to code a path to reach a specific amount of money.

    Note: Laptops or chromebooks are required for this activity. 

    Curriculum expectations for this workshop
    Grade Topic Overall expectation
    2

    Math: F. Financial Literacy

    F1.1 identify different ways of representing the same amount of money up to Canadian 200¢ using various combinations of coins, and up to $200 using various combinations of $1 and $2 coins and $5, $10, $20, $50, and $100 bills.

    2 Math: C. Algebra/ Coding C3.1 Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential events and concurrent events.
    3

    Mathématiques: F. Financial Literacy

    F1.1 estimate and calculate the change required for various simple cash transactions involving whole dollar amounts and amounts of less than one dollar

    3 Math: C. Algebra/ Coding

    C3.1 Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential, concurrent and repeating events.


    Mathematics and Coding - Calculate the Area Using Scratch 

    • Grade 4 to 6
    • Duration: 60 minutes

    Using Scratch, students will code a program that will allow them to calculate  the area of any shape they learnt in class. In this fun activity they will learn about the basic programming concepts including sequence, concurrent, repeating and conditional events.  

    Note: Laptops or chromebooks are required for this activity. 

    Curriculum expectations for this workshop
    Grade Topic Overall Expectation
    4

    Math: E. Spatial Sense

    E2.5 use the row and column structure of an array to measure the areas of rectangles and to show that the area of any rectangle can be found by multiplying its side lengths.

    E2.6 apply the formula for the area of a rectangle to find the unknown measurement when given two of the three.

    4 Math: C. Algebra/ Coding

    C3.1 Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential, concurrentrepeating, and nested events.

    5

    Math: E. Spatial Sense

    E2.1 use appropriate metric units to estimate and measure length, area, mass, and capacity.

    E2.5 use the area relationships among rectangles, parallelograms, and triangles to develop the formulas for the area of a parallelogram and the area of a triangle, and solve related problems.

    5 Math: C. Algebra/ Coding

    C3.1 Solve problems and create computational representations of mathematical situations by writing and executing efficient code, including code that involves conditional statements and other control structures.

    6

    Math: E. Spatial Sense

    E2.4 determine the areas of trapezoids, rhombuses, kites, and composite polygons by decomposing them into shapes with known areas.

    6 Math: C. Algebra/ Coding

    C3.1 Solve problems and create computational representations of mathematical situations by writing and executing efficient code, including code that involves conditional statements and other control structures.

     


    Mathematics and Coding - Data science with Python

    • Grade 9 to 12
    • Duration: 60 minutes

    Students will learn how to code using Python, a program that calculates probabilities. They will understand the benefits of using programming to handle a large amount of data. This workshop is a good introduction to coding with Python.

    Note: Laptops or chromebooks are required for this activity.

    Curriculum Expectation: Coding:

    C2.1 use coding to demonstrate an understanding of algebraic concepts including variablesparametersequations, and inequalities

    C2.2 create code by decomposing situations into computational steps in order to represent mathematical concepts and relationships, and to solve problems

    C2.3 read code to predict its outcome, and alter code to adjust constraints, parameters, and outcomes to represent a similar or new mathematical situation


    Mathematics and Coding - Probability with a virtual micro:bit 

    • Grade 7 to 8
    • Duration: 60 minutes

    Students will learn how to code a micro:bit to roll a dice and calculate the probability of an event, including two independents or two dependent events. In this fun activity they will learn about the basic programming concepts including creating sub-program and data analysis. 

    Note: Laptops or chromebooks are required for this activity.

     

    Curriculum expectations for this workshop
    Grade Topic Overall expectation
    7

    Math: D. Data

    D2.1 describe the difference between independent and dependent events, and explain how their probabilities differ, providing examples.

    D2.2 determine and compare the theoretical and experimental probabilities of two independent events happening and of two dependent events happening.

    7 Math: C. Algebra/ Coding C3.1 Solve problems and create computational representations of mathematical situations by writing and executing efficient code, including code that involves events influenced by a defined count and/or sub-program and other control structures.
    8

    Math: D. Data

    D2.2 determine and compare the theoretical and experimental probabilities of multiple independent events happening and of multiple dependent events happening.

    8 Math: C. Algebra/ Coding C3.1 Solve problems and create computational representations of mathematical situations by writing and executing code.

     

    Discover all our online workshops for SHSM students
    Arts and Culture

    Where Arts meet Engineering

    • Grade 9-12
    • Duration: 2 hours

    In this interactive workshop, participants will be introduced to 3D modelling and will discover functionality and applications of 3D printers. They will also explore how to code 3D objects using mathematical concepts like geometry, coordinates and transformations to create their own model of a mandala using Tinkercad Codeblocks. Then, they will use the concepts learned to create a three-dimensional art object. This workshop is a perfect mix of coding, mathematics and arts! Chromebooks or laptops and good internet connection are required for this workshop.

    Aviation and Aerospace

    Coding with micro:bits – Motion Detector

    • Grade 11-12
    • Duration: 75 minutes

    In this workshop, students will make a connection between the transportation/aviation sectors and computer programming. They will be introduced to different ways programmable devices play a role in everyday transportation methods. After a short presentation, students will learn the basics of programming before being presented with a challenge: to program a device that will detect the motion of a flying vehicle, and alert HQ of any dangerous actions the vehicle is taking.

    This interactive workshop will be done virtually, with the programming aspect using a simulated microcontroller (micro:bit). No equipment necessary, other than a computer with internet connection (a tablet can also be used, but less practical).


    Exploring Space in VR with CoSpaces

    • Grade 9-12
    • Duration: 2 hours

    Students will learn how to create a 3-dimensional world, using the online virtual reality program called "CoSpaces". First, students will create a solar system and learn how to make the planets move. Then, students will be given the task of creating a base on the planet Mars. They will have to take into account the extreme environment that Mars presents to create a base that can support human life.

    This interactive workshop will be done virtually, with the programming aspect using the program CoSpaces. No equipment necessary, other than a computer with internet connection.

    Business

    Product Design and prototypes

    • Grade 11-12

    Duration:

    • 2 hours

    During this interactive workshop, participant will be presented with a design challenge to solve a problem that people face in their lives. They will learn the engineering design process steps and will create their own design in 3D of a prototype for a new product, using Tinkercad, an accessible free 3D design software. During the second part of the workshop, they will present and pitch their product to the class, who will then decide which design is the best.

    Chromebooks or laptops and good internet connection are required for this workshop.

    This workshop will be done in 2 parts:

    • Part 1:Product Design: 75 minutes to 1.5 hours
    • Part 2: Product Pitch Presentation: 30 to 45 minutes
    Construction

    Structures, Forces and Virtual Reality

    • Grade 11-12
    • Duration: 2 hours

    Participants will have the opportunity to learn 3D design, as well as the concepts of forces and stability of different structures. During this workshop, participants will be challenged to design and build their own building in 3D and apply their new design knowledge to make their building strong and stable. Using 3D modeling software such as TinkerCad and Cospaces, which will be able to simulate real conditions of forces applied to structures, participants will be able to test their design to determine the quality and stability of their structure.

    Chromebooks or laptops and good internet connection are required for this workshop.


    Introduction to Arduino

    • Grade 9-12
    • Duration: 2 hours

    During this workshop, students will learn how to program an Arduino microcontroller. They will learn about digital and analog signals and how they can be used as inputs to control outputs (LEDs). Students will write code to make a series of lights blink and create different light patterns. Secondly, students will discover Pulse Width Modulation and will use this concept to change the LED brightness level and colour. Finally, students will use a potentiometer to control the LEDs and display on their computer the values read by the analog port.

    Chromebooks or laptops and good internet connection are required for this workshop.

    Health and Wellness

    Coding with micro:bits – How Coding can help improve Health

    • Grade 11-12
    • Duration: 2 hours

    In this workshop, students will make a connection between the health/wellness/fitness sectors and computer programming. They will be introduced to different ways programmable devices play a role in our health system and infrastructure and how certain devices can help us live a more active lifestyle. After a short presentation, students will learn the basics of programming before being presented with a challenge: to program a wearable device that can detect your motion with a goal of counting your steps, suggest random exercises, and prompt you to do an exercise if you’ve been idle for too long.

    This interactive workshop will be done virtually, with the programming aspect using a simulated mirocontroller. No equipment necessary, other than a computer with internet connection (a tablet can also be used, but less practical).


    Product Design and prototypes

    • Grade 11-12
    • Duration: 2 hours

    During this interactive workshop, participant will be presented with a design challenge to solve a problem that people face in their lives. They will learn the engineering design process steps and will create their own design in 3D of a prototype for a new product, using Tinkercad, an accessible free 3D design software. During the second part of the workshop, they will present and pitch their product to the class, who will then decide which design is the best.

    This workshop will be done in 2 parts:

    • Part 1:Product Design: 75 minutes to 1.5 hours
    • Part 2: Product Pitch Presentation: 30 to 45 minutes

    Chromebooks or laptops and good internet connection are required for this workshop.


    Everything about Vaccines

    • Grade 10 to 12
    • Duration: 75 minutes

    During this workshop, participants will learn about vaccines, from conception to social involvement. The following topics will be discussed: pathogens, the immune system, types of vaccines and their components, their history, and the social implication of vaccines. This workshop will be presented in the form of an interactive presentation, allowing the active participation of the students.

    Chromebooks or laptops and good internet connection are required for this workshop.

    Information and Communication Technology

    Coding with micro:bits

    • Grade 9-12
    • Duration: 75 minutes

    In this interactive workshop, students will learn basic coding concepts and will create their own game using a virtual micro:bit board.

    Chromebooks or laptops and good internet connection are required for this workshop.


    Introduction to Arduino

    • Grade 9-12
    • Duration: 2 hours

    During this workshop, students will learn how to program an Arduino microcontroller. They will learn about digital and analog signals and how they can be used as inputs to control outputs (LEDs). Students will write code to make a series of lights blink and create different light patterns. Secondly, students will discover Pulse Width Modulation and will use this concept to change the LED brightness level and colour. Finally, students will use a potentiometer to control the LEDs and display on their computer the value read by the analog port.

    Chromebooks or laptops and good internet connection are required for this workshop.


    3D modelling and programming with Tinkercad Codeblocks

    • Grade 9-12
    • Duration: 2 hours

    In this interactive workshop, participants will be introduced to 3D modelling and will discover functionality and applications of 3D printers. They will also explore how to code 3D objects using mathematical concepts like geometry, coordinates and transformations to create their own model of a mandala using Tinkercad Codeblocks. Then, they will use these concepts to create a tri-dimensional art work. This workshop is a perfect mix of coding, mathematics and arts!

    Chromebooks or laptops and good internet connection are required for this workshop.


    Introduction to virtual reality and CoSpaces

    • Grade 9-12
    • Duration: 75 minutes

    Students will learn how to create a 3D world using the online software CoSpaces and will be introduced to virtual reality. They will create and code a roller coaster to move along a path.

    Manufacturing

     

    Product Design and Prototypes

    • Grade 11-12
    • Duration: 2 hours

    During this interactive workshop, participant will be presented with a design challenge to solve a problem that people face in their lives. They will learn the engineering design process steps and will create their own design in 3D of a prototype for a new product, using Tinkercad, an accessible free 3D design software. During the second part of the workshop, they will present and pitch their product to the class, who will then decide which design is the best.

    This workshop will be done in 2 parts:

    • Part 1:Product Design: 75 minutes to 1.5 hours
    • Part 2: Product Pitch Presentation: 30 to 45 minutes

    Chromebooks or laptops and good internet connection are required for this workshop.

    Sports

    Coding with micro:bits – How Coding can help improve Health

    • Grade 11-12
    • Duration: 2 hours

    In this workshop, students will make a connection between the health/wellness/fitness sectors and computer programming. They will be introduced to different ways programmable devices play a role in our health system and infrastructure and how certain devices can help us live a more active lifestyle. After a short presentation, students will learn the basics of programming before being presented with a challenge: to program a wearable device that can detect your motion with a goal of counting your steps, suggest random exercises, and prompt you to do an exercise if you’ve been idle for too long.

    This interactive workshop will be done virtually, with the programming aspect using a simulated microcontroller. No equipment necessary, other than a computer with internet connection (a tablet can also be used, but less practical).

    Transportation

    Coding with micro:bits – Motion Detector

    • Grade 11-12
    • Duration: 75 minutes

    In this workshop, students will make a connection between the transportation/aviation sectors and computer programming. They will be introduced to different ways programmable devices play a role in everyday transportation methods. After a short presentation, students will learn the basics of programming before being presented with a challenge: to program a device that will detect the motion of a flying vehicle, and alert HQ of any dangerous actions the vehicle is taking.

    This interactive workshop will be done virtually, with the programming aspect using a simulated microcontroller (micro:bit). No equipment necessary, other than a computer with internet connection (a tablet can also be used, but less practical).


    Introduction to virtual reality and CoSpaces

    • Grade 9-12
    • Duration: 75 minutes

    Students will learn how to create a 3D world using the online software CoSpaces and will be introduced to virtual reality. They will create and code a roller coaster to move along a path and will be able to see a simulation on their computer.

    Chromebooks or laptops and good internet connection are required for this workshop.

    Birthday parties

    Themes

    • Choose one of the themes

    Break-out the code! (9 to 12 years old)

    Based on the popular "Escape room" game, participants will have to work together to solve riddles and clues in order to open locks and break the box open! They will use technology like micro:bits and some coding concepts to solve the mystery of the Break-Out box!

    Robotics Birthday Party (5 to 8 years old)

    Kids will participate in fun hands-on activities and games with 2 types of robots: Beebots and Ozobots. They will program the beebots to go through a maze and use the colors to program the "cool moves" of the ozobots!


    Cost

      • At your house: $225 (wifi is required for the Break-out)
      • On campus: $175

      Duration

        • The activity will last about 60 to 75 minutes.
        • For birthday on campus, you will have the room for 2 hours. We do not provide any food, but you can bring your own.

        A parent needs to be present to supervise the kids at all times.


        Group Size

          Maximum of 10 kids.

          To book the Maker Mobile for a birthday party, please inquire about availability at makermobile@uOttawa.ca. It is recommended to reserve at least 3 weeks before the desired date.

          Workshops for parents

          Programming for parents

          The goal of this workshop designed specifically for parents, tutors or guardians is to teach them how to code and enable them to support their children in developing this new skill.

          Coding is a new skill that we believe every child should learn. It is the best way to understand technology and allows kids to develop problem-solving, critical thinking and logic, while encouraging creativity! Since coding can be learnt at a very young age, we will be running a 2-hour long workshop, divided in two parts of one hour each.

          • Part one: Coding for parents of grade K-3 using Scratch Jr on iPads.
          • Part two: Coding for parents of grade 4-8 using Scratch on laptops.

          Parents can choose to participate to either or both parts of the workshop. Participants will be able to learn the basis of coding by doing hands-on activities, such as coding simple stories, using iPads or laptops that will be provided.

          Cost: $325 for 2 hours

          Registration and availability:

          • Workshops can be held as an after school activity. You may choose a date that is convenient for your school.
          • Workshops can also be offered as a "Coding night for families", where both parents and children would learn to code together (maximum of 30 families).
          • Contact us by email at  makermobile@uOttawa.ca to register now!

          Community events

          Community event kiosk

          Invite the uOttawa Maker Mobile Workshop to your community event! The activities can be held either inside or outside.

          • Activities available: 3D printing demonstration, robotic activities with Ozobots, Beebots, etc.
          • Cost: $335 for a half-day or $525 for a full day.
          • Contact makermobile@uOttawa.ca for further details.
          Additional details

          Do I need to give the exact number of students participating?

          Yes. In order for the uOttawa Maker Mobile to be able to sustain its programs (including workshops at schools), we rely on sponsorship from a number of partners. Therefore, we must provide accurate statistics, including the number of students participating in each workshop.

            Do you offer free workshops?

            Yes, we offer a number of free workshops to a variety of non-profit organizations, including community centres, youth groups, aboriginal and Inuit centres, Boys and Girls clubs, Scout groups, and Girl Guide groups. To find out if your group/organization is eligible for a free workshop, or to book one, please email us.

            Can I rent some of your equipment (3D Printers, lasers, ect.)?

            No. However, the uOttawa Richard L’Abbé Makerspace is open to the general public on Sundays and you are welcome to come and work on your personal projects for free.


            Reserving multiple workshops

            What is the maximum number of workshops that can be booked in one day?

            We can offer a maximum of eight Maker Mobile workshops in one day, with a maximum of 2 workshops running simultaneously (subject to equipment availability.)

            Can I book 3D printing workshops and laser cutting workshops for the same day?

            Yes. However, you can only reserve one of each for the same day. 3D printing and laser cutting must be booked as the first workshops in the morning and/or afternoon. This will allow extra time for the tools to complete their tasks (i.e. to print or to laser-cut the designs). For this reason, 3D printing and laser cutting workshops cannot be booked back-to-back.

            What is the minimum number of workshops I need to book?

            There is no minimum. However, if you book only one workshop, you will be charged for a half-day ($335).

            Can I book four 3D printing workshops for the same day?

            No. There is a maximum of two 3D printing workshops per day. 3D printing workshops must be booked as the first workshop in the morning and/or afternoon in order to leave enough time for the printers to complete their prints. For this reason, 3D printing workshops cannot be booked back-to-back.

            Can I reserve four identical workshops in the same day?

            Yes. However, 3D printing and laser cutting workshops are limited to two per day (or one of each per day). Any other workshop can be reserved for up to four times in one day.

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