Serian Technation

Serian Technation We empower, motivate, educate and support young people to become creators and innovators in STEAM.

Serian Technation is a volunteer science, engineering and technology education not-­for-­profit organization that empowers underrepresented children and young adults to become self-­motivated learners and inventors.

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Sunyani

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Serian Technation is a STEAM (Science, Technology, Engineering, Arts & Mathematics) education non-profit organisation based in Ghana. The organisation was founded on the "Principles" of peer education as it relates to STEAM. Serian Technation seeks to encourage and provide young people with the knowledge and resources to efficiently explore the vast applications of computer science and technology. We utilize our carefully designed digital literacy, mobile app development, web development and robotics curricula which we develop and offer to young people (7- 22 years) in underprivileged communities and various junior & senior high schools. Our goal is to inspire young people to enter the field of computer science & technology while giving them experience in creating their very own high-tech Products.

We have strategically designed our "Rethinking Computer Science" curriculum which is built around fundamentals of computing including problem-solving, working with data, understanding the Internet, cyber-security, Robotics, and programming. Students are given the opportunities to choose the programming language to learn after a brief introduction to some of the most popular ones, depending on what they are comfortable with at the time, ensuring that the learning process is fun and without stress. This will encourage broader participation in the study of computer science and other STEAM fields in the country.

Through our peer learning system, we guide students to learn and share the knowledge, skills, and behaviors used in a broad range of digital devices such as smartphones, tablets, laptops and desktop PCs, all of which are seen as a network rather than computing devices. Digital literacy initially focused on digital skills and stand-alone computers, but the focus has moved from stand-alone to network devices. Digital literacy is distinct from computer literacy and digital skills. Computer literacy preceded digital literacy and refers to knowledge and skills in using traditional computers (such as desktop PCs and laptops) with a focus on practical skills in using software application packages. Digital skills is a more contemporary term but is limited to practical abilities in using digital devices (such as laptops and smartphones). Our digital literacy program perfectly utilizes students' need to be knowledgeable in the field and to show people that they really do know their way around the world of computers and not just knowing how to use a word processor, and in a short period of time this program will create people who possess a range of digital skills, knowledge of the basic principles of computing devices, skills in using computer networks, the ability to engage in online communities and social networks while adhering to behavioral protocols, be able to find, capture and evaluate information, an understanding of the societal issues raised by digital technologies (such as big data), and enhance the use critical thinking skills.