The Science Lab & Game Making

Workshops for Home Educators - Exploring science practically and making games together

 Game Making

Home Education Workshops starting November 2021

Scavenger Labs are offering a two partner workshops in our new education centre called Todmorden Makery. The focus of both of these workshops is hands ons, inclusive and engaging approach to science and technology.

  • Age Range - 10-14
  • Dates: Mondays starting November 1st till 13th December
  • Cost per course - £95 for 7 sessions - (discount if you also book both £150)~
  • Location: Todmorden Makery in Todmorden College
  • Mondays 12.00 - 13.45 - Making and Coding (Game Making) - Making games together as a fantastic and fun way to learn real computer coding practices and hands-on making skills
  • Mondays 14.30 - 15.45 - The Science Lab -A series of introductory science workshops exploring key concepts in biology, chemistry and physics in a safe, fun and inclusive environment

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Making the Family Fixit Campaign

A campaign by Ferney Lee schoolchildren to encourage fixing to reduce textile and electronic waste

Making the Family Fixit Campaign with Ferney Lee School. A group of campaigners, artists and educators came together with the schoolchildren and staff at the school to create an environmental campaign to reduce waste.

This report describes what we did and what was valuable about the processes we used. It is aimed at other educators who may want to take inspiration from our activities and perhaps reuse them in their own way. The report covers the three main phases of the project

  • Phase One - Fun and active workshops with recycled waste
  • Phase Two- Social Action workshops to create a campaign
  • Phase Three - Communicating the Campaign

campaign check list Caption - campaign check list

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Waste Awareness Project

Consequences of disposable electronic consumer products

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An estimated 54 million tons of electronic waste are produced annually and we hope to draw people’s attention to this issue, as well as to the consequences of obtaining the materials (including conflict minerals) and disposing of the waste after a very short life-span of usability.

Young people are very receptive to this message as it is often young people in developing countries who are involved in the mining and the waste processing, working in difficult and dangerous circumstances. Young people in rich countries like the UK are subjected to intensive marketing to obtain the latest electronic gadgets and games, which contain more and more sophisticated surveillance tools to profile their user’s lives, and are designed to produce habit-forming behaviour in even very young users. Yet we have less and less control over -or understanding of- the workings of our technology. Often, the technology seems to control the user now, instead of the other way around.