From first introduction to expert: at Dream Space, pupils discover step by step how programming, robotics and AI can contribute to a better world. On this page you will find all lessons and workshops, by level and in the order in which they build on each other.
Workshops on programming, robotics, AI, game design and cybersecurity. Every workshop can be booked separately, and many workshops also have a follow-up at a higher level.
Six lessons across three levels where programming and sport come together. Book a single lesson or several lessons. Only available at Dream Space Rotterdam.
You don't have to book a whole series. Every lesson and workshop can also be taken on its own, for example as an introduction to Dream Space.
Start with one lesson at level 1. If you like it, you can book the follow-up at level 2 or 3 later.
Combine several separate lessons or workshops, in the order and at the pace that suits your class.
We offer these workshops at our Dream Space locations. Workshops with a level together form a learning pathway: in level 1 pupils lay the foundation, in level 2 they build on it. You decide how much you book. For example, choose only the level 1 workshop, or start with level 1 and book the follow-up later.
Pupils play a class mission of HackShield, a game about cybercrime and online safety. With unplugged puzzles they learn about passwords and phishing. Finally, they program their own password generator with the micro:bit.
As a team of hackers, pupils save Cortex City from a corrupt security system. The story combines knowledge of AI and cybersecurity with conversations about online safety, digital privacy and bias in AI systems.
An introduction to block-based programming. The micro:bit is a mini computer with, among other things, a temperature sensor and a light sensor. The assignments are linked to the Sustainable Development Goals (SDGs).
In small groups, pupils design the best delivery robot: a self-driving vehicle. A jury assesses their programming skills, their pitch and how well the project connects to the SDGs.
Pupils design and program their own arcade game and play it on a real handheld game console. They come up with a theme, draw sprites in pixel art and give each other feedback on the user experience.
Pupils create a side-scrolling game in which sprites mainly move from left to right. They learn to make their character move, shoot and collide.
Using a tilemap, a map in which you set up each tile separately, pupils create a game in which sprites move in every direction. They learn in more detail what it takes to make a good game.
Pupils build their own LEGO project and combine it with cameras, motors and AI. They then control their creation with simple block-based code on the computer.
With the Sphero BOLT robot ball, pupils draw lines, work with programming blocks and control the robot remotely. They also explore the impact of technology on a sport like football.
A robot with a camera and wheels that can move, push and shoot objects. Pupils practise computational thinking with arrow commands, then create their own block code and discover AI features such as object recognition.
A small robot with sensors that can drive on its own. After a short recap of the basics, pupils make the step from block-based programming to the real programming language Python.
In small groups, pupils tackle a realistic problem. They model and program their own 3D game around the SDGs, which can also be played with a VR headset. The workshop is a competition focused on collaboration, design and presenting.
De lessen zijn alleen te volgen op de Dream Space locatie in Rotterdam @ Feyenoord.
Pupils start with a warm-up in the dressing room, then get to work on programming in a sporty environment and finish with a cool-down. For primary education (groups 6 to 8), secondary education (years 1 to 3) and special education.
You don't have to book the whole learning pathway. Choose a single lesson, start at level 1 and book a follow-up later, or combine several separate lessons.
Pupils discover how movement becomes data. With the micro:bit they learn the basics of programming and build their own digital step counter.
Working in pairs, pupils use a light sensor and program a smart lighting system in a challenging hands-on assignment.
Pupils design their own trophy with 3D design software and discover how a digital design becomes reality. The lesson ends with a sporty challenge.
Together, pupils program, test and improve a Sphero BOLT robot and use it in a robot football match.
How does technology help with important decisions in sport? With the micro:bit and AI, pupils build an interactive VAR application.
Pupils take on the role of game developer. They design and program their own game and bring it to life on a game console.
Choose the programme that suits your class and sign up. One lesson or several lessons: let us know in your registration. We will contact you as soon as possible to agree on the date and lessons.