Virtual Learning Packages


Book a Summer Learning Virtual Experience with Science North to give your students the opportunity to participate in live animal encounters, engage in coding workshops, and drive their own learning experience by asking a Bluecoat any science question they want!

Please note we will have a limited capacity for the total number of packages available, so be sure to get yours before we sell out!

For more information, email chisnell [at] 


During this 30 minute synchronous session, students will be able to drive their own experience and learning by asking one of our Bluecoat Scientists anything!  This is a great session to increase the literacy component of this package and have your students thinking about open ended versus close ended questions, what makes for an engaging and dynamic conversation and so on. Communication in science is key and we are experts at science communication! 

Join our Bluecoats once a week and meet our animal ambassadors! Learn about the wildlife found in our own backyards, how you can help at-risk species in Ontario, and get to know the animals that live at Science North!

English – 10:00 AM
French - 10:30 AM

There are three sequential workshops that will connect coding with a different math topic for each grade level:

Kindergarten to grade 2: Measurement and Shapes

30-40 mins in duration, maximum of 15 students. Platform: ScratchJr

Part 1: Measurement of Animals

In this program, students will apply spatial reasoning to estimate the length of different animals. They'll have the opportunity to compare the different sizes of animals and with the help of a bluecoat will create code that will allow them to check their measurement.

Part 2: Harvest Map

With acorns scattered across the screen, students will be guided in creating a coding program to navigate a squirrel across the screen to collect them all. Students will be challenged with estimating the length that needs to be travelled and applying it to code and the number of steps needed to travel.

Part 3: Making Code Out of Ant Hills

In the final part of the measurement series, students will have the opportunity to make their own maze and use measurement and distance estimates to navigate it. The maze will be done in the context of an ant navigating an anthill, adding some interesting science connections for the students.

Grade 3 to 6: Financial Literacy

1 hour in duration, maximum of 30 students. Platform: Scratch

Part 1: Money Counts

In this first part of the financial literacy series, students will be introduced to Scratch and use it to make a money counting program.  The program they create will set a fixed price and then students will be able to choose what coins and bills would be ideal for paying for that item. The program will also teach students about variables, a key skill in many coding programs.

Part 2: Catching Money

As students progress with this series of coding activities, they'll make a copy of their Catching Money program and alter the code to make its outcome more game based. In this game, the coins and bills will now be falling and students will be able to collect them to try to beat their highscore.

Part 3: Grocery Games

In the final iteration of the financial literacy series, students will make a grocery store game using Scratch. In this program, different items will be assigned a fixed price and students will be required to determine what they could purchase with a budget. By coding this program, students will get a deeper understanding of the monetary values and operations being used.

Grade 7 – 9: Number Sense and Operation

1 hour in duration, maximum of 30 students. Platform: Scratch

Part 1: Variables and Video Games

One of the most valuable components of coding that students can learn is the use of variables. Variables are used any time there's a changing value, so students will start by learning how they work in the context of tracking score and time in a simple game.

Part 2: Clicker Game

As students get a better understanding of variables, they'll progress by making a simple clicker game. While a clicker game has changing values, an extra layer will be added as students will learn to manipulate the variables by multipling, dividing, adding, and subtracting with them.

Part 3: Multipliers in Games

In the third component of number sense and operations program, students will make a more complex game that applies some of their previously learned concepts. They'll program a playable character that can collect power-ups, which when coding the game will be modified by applying operators to different variables.

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