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YUMIN’S DISTINCTIVE PROGRAMMES Learning for Life Programme Applied Learning Programme PROJECT- BASED LEARNING @YUMIN 3 Tampines Street 21, Singapore 529393 Tel” 67811262 Fax: 67845554 Email address: [email protected] because You Matter Level LLP Programme Level ALP Programme P3 Project StoMP Stories of our Melody and Personal well- being Self and Others Music Integration Project: E-Storybook P4 Project GrARTitude An Inclusive Community Art Integration Project: Boxes of Blessings P5 Project EN-Reach ENvironment outREACH Project InnoAID Our Environment and Community Project: Learning Activities of the Environment P6 Project CARE Caring, Appreciating & Respecting the Our Pioneers P3 Quest to Construct Recycable Art with Quirkbot P4 Quest to Choreograph Ozobot Dance-Off (Music) P5 Quest to Create Prototype with mBot (Math & Science) P6 Quest to Design Coding games through Scratch and MaKey-MaKey (Math & Science)

PROJECT- BASED LEARNINGbeing @YUMIN PDF/YM_PBL.pdfIMAGINE1 N N O V A T Ethrough Values INSPIR EVALUATION TECHNOLOGY AS LEARNING ACCELERATOR, PREPARING FUTURE-READY LEARNERS APPLIED

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Page 1: PROJECT- BASED LEARNINGbeing @YUMIN PDF/YM_PBL.pdfIMAGINE1 N N O V A T Ethrough Values INSPIR EVALUATION TECHNOLOGY AS LEARNING ACCELERATOR, PREPARING FUTURE-READY LEARNERS APPLIED

YUMIN’S

DISTINCTIVE

PROGRAMMES

Learning for Life Programme Applied Learning Programme

P R O J E C T -

B A S E D

L E A R N I N G

@ Y U M I N

3 Tampines Street 21,

Singapore 529393

Tel” 67811262

Fax: 67845554

Email address: [email protected]

because You Matter

Level LLP Programme

Level ALP Programme

P3 Project

StoMP

Stories of our

Melody and

Personal well-

being

Self and Others

Music

Integration

Project: E-Storybook

P4 Project

GrARTitude

An Inclusive

Community

Art Integration

Project: Boxes of

Blessings

P5 Project

EN-Reach

ENvironment

outREACH

Project

InnoAID

Our Environment

and Community

Project: Learning

Activities of the

Environment

P6 Project CARE

Caring,

Appreciating &

Respecting the

Our Pioneers

P3 Quest to

Construct

Recycable Art with

Quirkbot

P4 Quest to

Choreograph

Ozobot Dance-Off

(Music)

P5 Quest to

Create

Prototype with

mBot

(Math & Science)

P6 Quest to

Design

Coding games

through Scratch

and MaKey-MaKey

(Math & Science)

Page 2: PROJECT- BASED LEARNINGbeing @YUMIN PDF/YM_PBL.pdfIMAGINE1 N N O V A T Ethrough Values INSPIR EVALUATION TECHNOLOGY AS LEARNING ACCELERATOR, PREPARING FUTURE-READY LEARNERS APPLIED

Improving ideas

and transforming

them into physical

forms

PASSIONATE LEARNERS WITH A HEART THAT LOVES AND HANDS THAT SERVE

LEARNING FOR LIFE PROGRAMME

Project Activate I³ Quest The Quest to Imagine, Innovate and Inspire

IMAGINE N

N

O

V

A

T

E

INSPIR

EVALUATION

TECHNOLOGY AS LEARNING ACCELERATOR, PREPARING FUTURE-READY LEARNERS

APPLIED LEARNING PROGRAMME

Nurture students to be critically

thoughtful, inventive and

creative problem solvers.

ADVOCACY

2

ACTION

1

IMPACT &

VALUE-ADDED 3

IDEATION CURATION

CREATION

COMMUNICATION &

COLLABORATION

LLP

ALP

Students are engaged

in research and able

to apply the skills and

knowledge acquired

Students are empowered

to champion a good cause

Students contribute to community

through Values-In-Action {VIA}

platforms

4 EXPERIENCE

Self-directed

Learning and

Collaborative

Learning

Gathering and

selecting relevant

information with

inferences and

interpretations

Exploring wide

variety of ideas

and possible

solutions

Sharing project ideas confidently

and working with others effectively

Analysing the

effectiveness and

impact of the

completed project

Compassionate Champions, Rooted

Singaporeans, Citizens of the World

1. To develop Yumin Champions in 21st Century

competencies defined through Champions by the

school’s Champion Outcomes Indicators.

Outcomes:

2. Provide a platform for Yumin Champions to create

deep learning experiences for new knowledge

creation and purposeful use.

3. Build Yumin Champions who are able to

contribute to the society (VIA)

1. Inculcate in pupils the love for exploration with

tangible learning experiences through hands-on

activities and computing tools to stimulate critical

and creative thinking, development of process

skills and problem solving opportunities.

Outcomes:

2. Engage pupils in experiential learning through

making, building, playing and creating.

3. Enthuse pupils through inquiry and collaboration