Day 4 (February 6, 2026) explored innovative EdTech use through club projects and cross-subject integration, focusing on STEAM clubs (Science, Technology, Engineering, Arts, Maths) as vehicles for hands-on learning. The presentation highlighted tools for apps, robotics, websites, and multimedia, aligning with Uganda’s Competence-Based Curriculum.
The program: 2-week training to consolidate skills, create resources, support clubs.
Watch the full recording for tool demos and project examples:
Session Objectives: From Theory to Projects
Objectives:
- Recap Session 2 educator sites and reflect on embedding club projects.
- Understand STEAM clubs as vehicles for innovative, cross-subject EdTech integration (Science, Technology, Engineering, Arts/Humanities, Maths).
- Explore practical tools and sample projects for Apps, Robotics, Websites, and Multimedia.
- Form teams with clear roles; apply problem-solving steps and safety guidelines.
- Plan an EdTech integrated STEAM club project aligned with curriculum.
Introduction: Clubs in the Curriculum
Project work and clubs are curriculum recommendations. Participants shared active clubs at their schools and EdTech support.
Competencies assessed in projects:
- Planning: Conceptualize/organize.
- Implementation: Engage resources/stakeholders, execute, produce product.
- Reporting: Compile findings/records.
- Dissemination: Present to peers/teachers/community.
- Cross-cutting issues: Environmental/health awareness, mixed abilities, socio-economic, citizenship/patriotism.
- Generic skills: ICT proficiency, critical thinking, communication.
What is a STEAM Club? Why Bother?
An extracurricular group for hands-on exploration of STEAM. Why:
- Build 21st-century skills: Critical thinking, creativity, collaboration, problem-solving, teamwork, peer learning.
- Cross-subject integration: e.g., Humanities in multimedia storytelling, Maths in robotics logic.
- Align with new curriculum: ICT standalone/integrated; solves community problems (SDGs).
- Incubate for fairs/exhibitions.
- Benefits: Raises school profile, fosters innovation, career prep.
- Relevance: Empowers learners to solve local issues with products (multimedia, robotics, apps, sites).
EdTech Product Examples and Tools
Table from presentation:
| Product / EdTech Integration | Focus | Key Tools | Skills Developed |
|---|---|---|---|
| Multimedia | Visual storytelling, posters, videos | Canva, CapCut, OBS, PowerPoint | Creativity, communication, empathy |
| Robotics | Building interactive models | Micro:bit, Arduino, MakeCode | Problem-solving, prototyping |
| Apps | Mobile/web solutions | MIT App Inventor, Scratch, Thunkable | Computational thinking |
| Websites | Informative/interactive sites | Google Sites, WordPress, HTML/CSS | Layout design, digital citizenship |
Tools list: Graphics (Canva, Adobe Express, MS Paint, Pixlr, Tux Paint); Video (CapCut, OBS); etc.
Schools like Gayaza High and Tororo Girls have YouTube channels from club activities.
National/International Opportunities for ICT Clubs
Watch past pitches to build confidence.
- Edify UG: EdTech Exhibition 2025
- UCC NCC โ Iganga SS Pitch: https://youtu.be/ibGm7sv3q54
- UPSTU Science Innovation Projects: https://www.youtube.com/watch?v=MY3TlUtpHzg
- Website Competition: https://youtu.be/0JWHoT_htws?t=2706
- WAKISO KALANGALA SESEMAT: https://www.youtube.com/watch?v=Anyf5uSx1M0&t=7488s
Benefits for Teachers/Schools
- Raises profile/academic performance.
- Enables interdisciplinary teaching.
- Opportunities for teachers (international programs).
Needed Resources
i) Lab/science room as club ‘home’. ii) Smartphone/tablet for videos. iii) Laptop for WiFi research/publicity. v) Hardware/tools for projects (robotics). v) Weekly timetable slot. vii) Supportive administration. viii) Mentor/facilitator (external).
Assignment: Plan a STEAM Club Project
- Choose EdTech product (Multimedia/Robotics/Apps/Websites) for science/arts club project.
- Outline: Title, subject integration, problem statement, solution, ICT use.
- Submission: Blog post on project plan/prototype; share link on WhatsApp for peer review, Google Classroom; prepare for Feb 13 showcase (4:30โ6:30 PM).
This session inspired hands-on innovation clubs turn learning into action.
Resources/recording in Classroom. Next: Showcase.
Transforming education, one click at a time



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