Bring Your Own Device Program
Technology has become an essential part of our society, and in order to learn and work successfully in an information-rich era, students must be able to incorporate technology effectively and responsibly into their lives. Shrine High School strives to accomplish this through our Bring Your Own Device Program (BYOD). Every Shrine student in grades 9-12 is required to provide his or her own laptop or tablet each day for use as directed by teachers.
Through the BYOD program, students learn how to be responsible for his or her own technological device. We provide on-going training to our students in both skill-specific sessions, as well as integrated lessons in the classroom. BYOD training includes teaching students the importance of protecting his or her digital footprint, making smart choices on-line, file management techniques, and Google apps. In the classroom, our teachers integrate curriculum where it best fits his or her learning objectives. Some examples of classroom integration include: Google classroom and apps, Padlet, Nearpod, No More Red Ink, Kahn Academy, Michigan E-Library, Piktochart, PhET, digital textbooks (when possible), Kahoot, Socrative, and many, many more.
As a result of the BYOD program, our teachers have been able to integrate technology into daily lessons, our students are learning cutting edge technology skills, our computer labs have been made available for computer science, engineering, and journalism classes, and we are constantly discovering digital resources that increase learning opportunities for our students.
Introduction to Computer Science (ICS, 0.5 year)
Designed to be the first computer science course for students, ICS is the starting point for the Project Lead the Way Computer Science program. Students work in teams to create apps for mobile devices using MIT App Inventor®. They explore the impact of computing in society and build skills in digital citizenship and cybersecurity. Beyond learning the fundamentals of programming, students build computational thinking skills by applying computer science to collaboration tools, modeling and simulation, and data analysis. In addition, students transfer the understanding of programming gained in App Inventor to text-based programming in Python® and apply their knowledge to create algorithms for games of chance and strategy.