top of page

Digital education trainings

We organize trainings in our offices and also via official catalogs (CECP, FOCEF, IFPC, etc). We have grouped everything in the following table and the links for registration or official catalogs are in the first column on the left.

  • Between teachers motivated to enrich their practices

  • Setting up playful activities to be done in class

  • Useful resources, activities and turnkey modules

We offer post-training support to help you implement the digital transition in your classroom or school.

More information:

Our trainings

Support after training

Even if our trainings are accessible to beginners, integrating innovative themes and methods into your classroom can be a challenge. To allow each of you to really put into practice what you have learned after the training, CodeNPlay will also offer you after each training:

 

  • free access to our pedagogical scenarios (about 20 hours of activities per module) and to our community of teachers

  • possibilities to borrow material the first year (limited to the first ones, according to the available stocks), before the acquisition on own funds of the school or the obtaining of subsidies

  • support during the first year (launch session, online support and follow-up throughout the year, feedback session)

course.png

Discover an example
activity sheet:

school project

"The CodeNPlay training allowed me to believe in my abilities to teach programming, and to feel supported by this new challenge!"
Ms. Perle (Bac 3 student)

You wish to integrate one or more of our modules in a real school project (>3 interested teachers)?

 

CodeNPlay offers you to collaborate in obtaining "Chèques Sciences" funding, delivered by Innoviris for the implementation of scientific innovation projects in schools. Based on a typical CodeNPlay project, the objective will be to integrate digital education in your school, through the training of one of our modules and the support of your educational team during one year. The funds will also allow the investment in small computer equipment (educational robots, laptops ...) that will remain the property of the school at the end of the project.

 

Terms and conditions:

  • Management and >3 teachers interested and involved in the project

  • School in the Brussels region (NL or FR)

  • Funding limited to 3000 € outside ZRU, and 5000 € in ZRU

 

Proposed modules:

  • Introduction to computer thinking with Ozobot (Cycle 3 and 4)

  • Creation of a video game with Scratch (Cycle 3 and 4)

  • Robotics for mathematics (Cycle 4 only)

bottom of page