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The Landmark High School Technology Department offers a variety of coursework for students of any skill level to explore and enhance their ability and knowledge in technology. We place great value on the development of executive function and study skills while using project-based learning with a strong emphasis on a discovery method.

Course Structure

Each course has varying length phases that allow students to choose their own path and project and learn how to guide themselves through the experiences of setting goals, finding answers, doing research, and trying to meet deadlines. This occurs after experiencing a similar process with teacher guidance. At this point, students feel safe to push themselves, take risks, and gain independence.  

These methods have proven to foster personal growth, generate a deeper self awareness, and allow students to become independent learners. We believe that introspection, creativity, thinking, and empathy are literal, not abstract; they are all directly teachable.

Technology Faculty

The Tech Department is composed of specialists in their field of teaching. Teachers act as facilitators and creative directors for each student.  The technology learning space is called STEAMworks, a maker-space containing tools and machines that will allow most anything to be designed and manufactured, at the very least in prototype form. We have Landmark Alumni pursuing their education in tech, math, and science programs within many colleges and universities.

Digital Citizenship

Students at Landmark High School are exposed to a variety of topics addressing digital citizenship. During their first year on campus, they learn how to safely and effectively navigate Gmail, Google Drive, and Google Docs in their academic classes. They also use Google Classroom to track and turn in assignments, as well as manage course resources. 

  • Language Arts classes address research skills, including evaluating sources, maintaining academic integrity, and appropriately citing their work. 
  • Social Science classes use current-event activities to discuss bias and perspective, as well as to present a variety of opinions. 
  • Tutorials spend time ensuring that students maintain an appropriate level of digital organization and can address individual skills, like computer navigation, typing, and accessibility.

During senior year, students use Canvas, an online learning management system used at many two- and four-year colleges, to understand how to navigate the platform in preparation for the transition to post-high school academics. They are also introduced to a variety of educational technology tools, apps, and programs to prepare them to meet academic and workplace expectations after Landmark.

Read about each course in the Technology Department.

Audio Production

Students work with professional-grade hardware, software, editing tools, sound boards, and instruments including several guitars, a piano, and an electronic drum kit. Projects will revolve, almost entirely, on learning how to compose your own music, and perhaps, learn how to play electric instruments. Students will learn the structure of music and sound using step-by-step lessons targeted at specific skills.

Computer Engineering I, II

There are two levels of this course. Students will work within a shop or "maker-space" to complete projects either of the teacher's design or their own. The primary focus will be problem solving and critical thinking, under the umbrella of executive function. Students will work through basic HTML [hypertext markup language] and CSS [cascading style sheet] to create web pages. This will lead into a study of Javascript. Students will also learn to use a piece of hardware called an Arduino; this is an open-source platform and the Arduino software used to program the hardware is a simplified form of C/C++. Students will also use programs such as Waterbear and Scratch to begin putting their coding skills to use. The second level of Computer Engineering will contain far more individually developed projects than the first level.

Modeling and Animation

Students work with industry standard software and motivational software teaching tools, under the guidance of a teacher who acts as facilitator and creative director. The course is scaffolded to introduce the myriad of concepts and skills involved in modeling, and eventually, animation. Students will develop objects, characters, and eventually short animated films.

Projects in Technology - Manufacturing

Students work within a shop or "maker-space" to complete projects of their own design. The teachers supervise and consult with students in the development of their projects. Each project begins with careful planning, expense projections, time projections, project purpose, and more. The bulk of time will be spent in experimentation of design and process. Students will work with hand tools, power tools, 3d printers, milling machines, and others.

Short Film Production

Students work with professional-grade equipment and software to create 5-minute films, an industry-standard length used to showcase the skills and creativity of a filmmaker. Students do independent work, and depending on their experience, will storyboard, create a screenplay, map a short story, study "shots" and film devices, then shoot, edit and finalize their work. For those with little experience, each of those steps will have its own project.