Callysto Call for Proposals Recipients

Thanks to everyone who submitted proposals for phase 1 of Callysto’s Call for Proposals. This initiative supports digital literacy learning opportunities for teachers and students. We’re pleased to award funding to 10 organizations across Canada. Their projects will promote coding and computational thinking for Grades 5-12 students and teachers in fun and creative ways. Remember, there’s still time to submit funding proposals for phase 2! The next deadline is February 15, 2020. Head to the Call for Proposals page for more details.

Phase 1 Call for Proposals recipients

Quantum computing with Jupyter notebooks

University of Victoria (HighTechU program)

Representatives from the University of Victoria’s “HighTechU” will run hands-on workshops with high school students to teach the basics of quantum computing. The students will learn via Jupyter notebooks and IBM’s open-source quantum computing framework.

Teacher attendance at the STEM 2020 Conference and Callysto workshop

University of British Columbia

Funds will support teachers in attending the STEM 2020 conference as well as a Callysto training workshop. 

Callysto modules for digital literacy

University of Lethbridge

This project will focus on creating lesson plans and activities for Grades 3-12 students. The goal is to build confidence and skills in digital literacy and in using Callysto.

An hour of Callysto and discover Python with Callysto

Discover Coding

An hour of Callysto

The “Hour of Callysto” is modeled after Discover Coding’s volunteer work with the Hour of Code movement. During the hour-long lesson, students will use Callysto to follow a guided, interactive tutorial on how a Python program is constructed to solve a problem. 

Discover Python with Callysto

Discover Coding will offer an eight-week program to “Discover Python with Callysto” at three schools, with four classes in each school. Students will use the Callysto platform to learn how computational thinking can be applied, using Python, to solve real-world problems in math, art, and engineering.

Callysto teacher training, sensor programming workshop, and computational thinking presentation

Fort McMurray Public School District, Alberta

Python sensor programming workshop

A two-day workshop will be run to teach students how to use Python for coding with different sensor devices. The goal is to help students develop hands-on computational thinking and coding skills. 

 Callysto “train the trainer”

Callysto training sessions will be offered to teachers in the school division. From there, these teachers will be able to share their knowledge with students and peers.

Computational thinking presentation

Teachers will be introduced to computational thinking concepts through an interactive workshop using Callysto.

Student coding challenge

Westbrook School, Alberta

Over 100 students will learn problem-solving skills by programming games in Python. Students will learn the fundamentals of computing science, game design and coding.

Developing Callysto ambassadors

University of Saskatchewan

Participants will learn about Callysto and obtain a basic knowledge of Jupyter notebooks. The goal is for participants to lead activities in their classrooms to enhance students’ computational thinking and coding skills.

High School Big Data Challenge

STEM Fellowship

The High School Big Data Challenge is an experiential learning program that introduces teachers and students to the fundamentals of interdisciplinary problem-solving with open data. Funding will support the “Big Data Day” event, where student projects are judged. 


Queen’s University

RabbitMath is a project that develops high-school math curriculum through involving students in the design and creation of dynamic mathematical structures. Funding will be used to facilitate training workshops and develop learning resources.

Math and computer modelling bootcamp

York University, Ontario

This five-day camp will teach Grade 9-12 students the fundamentals of computational math modeling and programming through real-world problem-solving activities.