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The Tinker Education is
a global STEM education brand
established by a Korean top EdTech company,
EMCAST.
Tinker STEM education
is driven by Computer Science.
환영 합니다
WELCOME
Tinker Education
Tinker education teaches students Computer Science with the integration of
Science, Mathematics, Engineering and Art.
Tinker education aims to teach students that the computer is a powerful tool for
creativity and invention. We consider our students not as consumers but as future
innovators and idea makers.
The students will be equipped to utilize technology confidently in the infinite world
that is composed of 0 and 1.
Tinker education will enhance the student's natural talents by equipping them with
critical thinking. We promise that Tinker Education students will become innovative
thinkers who will surprise the world with dynamic solutions to real life needs.
CEO, Kim Jungwoung
COMPUTER SCIENCE
FRAMEWORK
of TINKER EDUCATION
• Key Concepts
What a student should understand or know
• Key Process
The way of doing things
• Standard
Standard reflects what a student should know
and be able to do
Algorithm
Key Concepts
Computing
System
Data
Analysis
Invention Network
Internet
Programing Social
Impact
The Tinker education’s computer science is not to nurture students to be programmers or robot engineers,
but to allow students to develop computational thinking skills.
Computational thinking is the essential skill set of the 21st century along with reading, writing and
mathematics.
Computational thinking is the process involved in formulating a problem and expressing its solution in such
a way that a computer and human can effectively carry out.
Computing
affects
individuals,
communities,
countries, and
the world as a
whole.
We have an
ethical
responsibility as
information users
to utilize
technologies and
expanding
information in
regards to
contemporary
global issues.
Social
interaction, and
creativity-value
can be realized
by computing.
Algorithms should
be designed
according to
logical
procedures for
understanding
and analyzing
problem.
Therefore,
algorithms must
be converted into
a programming
form, so that a
computer can
process data.
Whether we are
facing simple
daily life issues or
complicated
problems such as
navigation
principle,
algorithms can be
applied to solve
any problems.
The most
important aspect
of a computing
system is that it
processes and
converts
information into
digital form.
Students will
learn principles
and algorithmic
processes of
how a computer
works, including
hardware,
software, input-
output, operating
systems and
more.
The amount of
digital data
generated in the
modern world is
rapidly expanding,
so students need
to learn how to
analyze and
organize data in
order to process it
effectively.
Therefore,
students will learn
how data is
collected,
stored, and used
as a productivity
tool for
visualizing and
presenting.
Plan a solution
for real life
problems
through
Computer
Science then
create prototypes
to test.
Invent with
physical
computing such
as the principle of
electric-electronic,
micro boards,
robots, 3D
modeling and
more.
In today's world,
connectivity is
expanded beyond
computer-
computer to
include the
connection
between humans-
computers, as
well as objects-
computers.
Students will be
taught to
understand how
various entities
share
information over
computer
networks and
consider the use
of appropriate
information.
Programming is
the process of
commanding and
guiding the
computing system
to execute
commands.
Students will
learn a variety of
educational
programming
languages (EPL)
for
programming.
Learning Path :-)
Scratch Jr Scratch Basic
Scratch
intensive
Python Basic
Python
intensive
CS + MATH
CS +
SCIENCE
CS + GAME
Beebot
Ozobot
Little bits
Basic
Little bits
STEM
Little bits
Invention
Little bits
cloud
Microbits
Basic
Microbits
intensive
Microbits
STEM
Paper
invention
Paper
circuit
Lilypad
Basic
e-Textile
Wearable
Invention
Robot
Basic
Robot
intensive
Robot
Invention
Sensor
board
Arduino
basic
Arduino
intensive
I.O.T.
Tinker
cad
Autocad
123
3D printer
assemble
Educational
Programming Language
EPL
Physical
computing
and
Hands on activity
3D Design
and print
TINKER EDUCATION can be
described as interactive learning
which is composed of various
activities
Our lessons are student-centered
as the program is delivered
through e-learning allowing
students to study at their own
pace anytime.
Furthermore, students can learn
and collaborate in the classroom
along with the teacher and fellow
classmates.
We are confident that we can
develop an education plan to suit
each student as our powerful
e-learning platform is able to
track and monitor their learning
progress.
TINKER EDUCATION is designed to realize
student-centered learning that promotes
learners to explore and reconstruct
information to independently solve their
problems, rather than the traditional model
of students simply receiving knowledge
from instructor.
Personalized Learning
Tinker educators are always focusing our attention
and energy on how can we offer meaningful and
helpful learning experiences to each student.
The teaching materials, that are provided to the
students are given after much deliberate
consideration and thought.
We design innovative and diverse learning activities
as well as assessments, and provide constructive
feedback to each student.
By allowing the students to take ownership of their
learning, this allows them to not only be motivated to
study but to be creative as well. It gives them the
platform to succeed.
Small classroom sizes
that allow for
Personalized and
focused education
Project based
learning
A learning environment
where the students,
teachers and parent can
all collaboratively
participate and
communicate their
thoughts freely.
Our STEM
instructors are
trained through the
comprehensive
STEM program made
by the HQ in Korea.
Top-notch
educational
environment
Tinker education
Key stage
Approximate
Age
Experience
of CS
Tinker Stage 1 5-7
None, not
applicable
Tinker Stage 2 8-10 None or little
Tinker Stage 3 8-10 Some
Tinker Stage 4 11-13 None or little
Tinker Stage 5 11-13 Some
Tinker Stage 6 14-17 None or little
Tinker Stage 7 14-17 Some
Grade
It doesn’t matter how old your kids
are or what their skill level is like.
They can still be accepted!
Through counseling and
performance evaluation, we are
currently providing individualized
education lessons to students where
they can study at their own pace.
of Education
071-5978-986
tinker@tinkeredu.net

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Tinker Education (Global STEM Education)

  • 1.
  • 2. The Tinker Education is a global STEM education brand established by a Korean top EdTech company, EMCAST. Tinker STEM education is driven by Computer Science.
  • 3. 환영 합니다 WELCOME Tinker Education Tinker education teaches students Computer Science with the integration of Science, Mathematics, Engineering and Art. Tinker education aims to teach students that the computer is a powerful tool for creativity and invention. We consider our students not as consumers but as future innovators and idea makers. The students will be equipped to utilize technology confidently in the infinite world that is composed of 0 and 1. Tinker education will enhance the student's natural talents by equipping them with critical thinking. We promise that Tinker Education students will become innovative thinkers who will surprise the world with dynamic solutions to real life needs. CEO, Kim Jungwoung
  • 4. COMPUTER SCIENCE FRAMEWORK of TINKER EDUCATION • Key Concepts What a student should understand or know • Key Process The way of doing things • Standard Standard reflects what a student should know and be able to do
  • 5. Algorithm Key Concepts Computing System Data Analysis Invention Network Internet Programing Social Impact The Tinker education’s computer science is not to nurture students to be programmers or robot engineers, but to allow students to develop computational thinking skills. Computational thinking is the essential skill set of the 21st century along with reading, writing and mathematics. Computational thinking is the process involved in formulating a problem and expressing its solution in such a way that a computer and human can effectively carry out. Computing affects individuals, communities, countries, and the world as a whole. We have an ethical responsibility as information users to utilize technologies and expanding information in regards to contemporary global issues. Social interaction, and creativity-value can be realized by computing. Algorithms should be designed according to logical procedures for understanding and analyzing problem. Therefore, algorithms must be converted into a programming form, so that a computer can process data. Whether we are facing simple daily life issues or complicated problems such as navigation principle, algorithms can be applied to solve any problems. The most important aspect of a computing system is that it processes and converts information into digital form. Students will learn principles and algorithmic processes of how a computer works, including hardware, software, input- output, operating systems and more. The amount of digital data generated in the modern world is rapidly expanding, so students need to learn how to analyze and organize data in order to process it effectively. Therefore, students will learn how data is collected, stored, and used as a productivity tool for visualizing and presenting. Plan a solution for real life problems through Computer Science then create prototypes to test. Invent with physical computing such as the principle of electric-electronic, micro boards, robots, 3D modeling and more. In today's world, connectivity is expanded beyond computer- computer to include the connection between humans- computers, as well as objects- computers. Students will be taught to understand how various entities share information over computer networks and consider the use of appropriate information. Programming is the process of commanding and guiding the computing system to execute commands. Students will learn a variety of educational programming languages (EPL) for programming.
  • 6. Learning Path :-) Scratch Jr Scratch Basic Scratch intensive Python Basic Python intensive CS + MATH CS + SCIENCE CS + GAME Beebot Ozobot Little bits Basic Little bits STEM Little bits Invention Little bits cloud Microbits Basic Microbits intensive Microbits STEM Paper invention Paper circuit Lilypad Basic e-Textile Wearable Invention Robot Basic Robot intensive Robot Invention Sensor board Arduino basic Arduino intensive I.O.T. Tinker cad Autocad 123 3D printer assemble Educational Programming Language EPL Physical computing and Hands on activity 3D Design and print
  • 7. TINKER EDUCATION can be described as interactive learning which is composed of various activities Our lessons are student-centered as the program is delivered through e-learning allowing students to study at their own pace anytime. Furthermore, students can learn and collaborate in the classroom along with the teacher and fellow classmates. We are confident that we can develop an education plan to suit each student as our powerful e-learning platform is able to track and monitor their learning progress.
  • 8. TINKER EDUCATION is designed to realize student-centered learning that promotes learners to explore and reconstruct information to independently solve their problems, rather than the traditional model of students simply receiving knowledge from instructor.
  • 9. Personalized Learning Tinker educators are always focusing our attention and energy on how can we offer meaningful and helpful learning experiences to each student. The teaching materials, that are provided to the students are given after much deliberate consideration and thought. We design innovative and diverse learning activities as well as assessments, and provide constructive feedback to each student. By allowing the students to take ownership of their learning, this allows them to not only be motivated to study but to be creative as well. It gives them the platform to succeed. Small classroom sizes that allow for Personalized and focused education Project based learning A learning environment where the students, teachers and parent can all collaboratively participate and communicate their thoughts freely. Our STEM instructors are trained through the comprehensive STEM program made by the HQ in Korea. Top-notch educational environment
  • 10. Tinker education Key stage Approximate Age Experience of CS Tinker Stage 1 5-7 None, not applicable Tinker Stage 2 8-10 None or little Tinker Stage 3 8-10 Some Tinker Stage 4 11-13 None or little Tinker Stage 5 11-13 Some Tinker Stage 6 14-17 None or little Tinker Stage 7 14-17 Some Grade It doesn’t matter how old your kids are or what their skill level is like. They can still be accepted! Through counseling and performance evaluation, we are currently providing individualized education lessons to students where they can study at their own pace. of Education