Wonderment in the Classroom
Gamified Learning: This is an educational approach to motivate students to learn by game elements in learning environments. This enhances their learning experience and gives them immediate feedback. | Authentic Assessments are employed, and students are given tasks that allow them to provide solutions for real world problems. In year 4, students are given projects where they have to build android apps. |
Experiential Inquiry is employed to help students make meaning from direct experience and learning from reflection. For the Year 1s, they have to work in groups to build the Jefferson Disk, which is a cipher system of wheels or disks. | Opportunities to learn at Institutes of Higher Learning: Students who take Computer Science at the Honours Level will get the opportunity to study modules at the National University of Singapore as well as DigiPen. |