Bridge Building Technology

Description: Short video that follows engineers as they encounter a design problem with a proposed bridge. The video follows different engineers plans, analyses them and slowly end up with a final design that is best suited to the situation.

Subject: Technologies

Strand: Design and Technologies

Sub-Strand: Design and Technologies Knowledge and Understanding

Content Descriptor: Investigate how forces and the properties of materials affect the behaviour of a product or system, (ACTDEK011)

Cross-Curriculum Priorities: Sustainability.
General Capabilities: Literacy, Numeracy, Information and Communication Technology Capabilities (ICT), Critical and Creating thinking and Personal and Social Capabilities
Links to other Learning Areas: Mathematics, Humanities and Social Sciences.

Review: This short video would serve as a great introduction to (even a lesson in itself) bridges, materials, designs and properties of materials. Students are presented with the problem and then observe as different designs are deemed unsuitable based on materials and the properties of the design. This would then transition into them learning about properties of other materials as they plan, design and build their own bridge.

 

Link to Resource: http://www.sciencekids.co.nz/videos/engineering/bridgebuilding.html

 

 

Hit the Button

Resource: Hit the Button

Description: Hit the Button is a simple interactive whiteboard numeracy activity in which students must use interactive technology to demonstrate knowledge of different areas of mathematical ability. The teacher can set the required task, time frame and skill being tested and the student must demonstrate fluency, automaticity and an understanding of interaction with this type of technology.

Subject: Technologies
Strand: Digital Technology
Sub-Strand: Digital Technologies Knowledge and Understanding

Identify, use and explore digital systems (hardware and software components) for a purpose (ACTDIK001)

Year Levels: F – 2

Link to resource: http://www.topmarks.co.uk/maths-games/hit-the-button

Cross-Curriculum Priorities: N/A
General Capabilities: Literacy, Numeracy, Information and Communication Technology Capabilities (ICT), Critical and Creating thinking

Links to other Learning Areas: Mathematics

Review: I believe this interactive game could be used effectively in the classroom as it not only provides an opportunity to teach numeracy skills through a game format, it also provides valuable opportunity to interact with this type of technology. I have seen many classrooms, with top of the range technology, yet, it remains unused by the students. Yes, this technology does serve very effectively as a projector of information. However, its sole purpose is for interaction, and I believe an inadequate amount of beneficial interaction occurs on a regular basis. Integrating games like ‘Hit the Button’ disguise maths learning through the game format, yet also open up opportunity for meaningful interaction with these technologies. This game could also serve as a means of formative assessment.

All round, this is a great resource that could be incorporated into any teachers classrooms.

 

 

 

Hectors World

Hectors World

Hectors world

Name: Hectors World

Subject: Digital Technologies -> Interaction & Impact

Year Levels: F-2

Link to Resource: http://www.hectorsworld.com/island/index.html

This classroom resource was originally found via the Australian Governments Office of the Children’s eSafety Commission website:

https://esafety.gov.au/education-resources/classroom-resources/

 

Elaboration:

One of the key concepts to be developed in the Digital Technologies curriculum is ‘interaction and impact’. This concept focuses on all aspects of human interaction with and through information systems, and the enormous potential for positive and negative personal, social, ethical, and environmental impact of these systems.

While the use of this resource has been chosen to target F-2 students, it is capable of being extended to reaching year 5-6 students where ‘In Years 5 and 6, Digital Technologies content will provide opportunities for students to make critical judgments about the use of everyday digital information and digital systems, considering cyber safety and ethical issues’

 

 

Resource Description:

Hector’s World features high quality 2-D animation with fun and engaging characters. Children can observe the characters as they learn how to stay safe online.

The experiences of Hector the dolphin and his friends are designed to foster digital citizenship, offering children practical guidance on managing risks, cyberbullying and reinforcing the importance of safe and responsible online behaviour. The resources are divided into 3 key topics; Protecting personal information (including online privacy), Cyberbullying and Computer security (esecurity).

The computer security resources offer a foundation of basic computer security skills by introducing young children to topics like viruses and strong passwords.

 

cyberbullying

 

activities

Each Hector’s World episodes has a variety of support materials, lesson plans and classroom activities.

Resources include:

  • Lesson Plans & Character Flashcards
  • Storybooksteacher resources HW
  • Music Files & Song Sheets
  • Character Hats
  • Handouts & Posters
  • Webcam Covers: To help children stay safe online, Hector’s World has developed a webcam cover for children to use. This simple paper cover can prompt a valuable discussion between parent and child, or teacher and student, about what a webcam is and how to manage its use safely.

 

HW activity

An additional resource is the The Hector’s World Safety Button™:

  • The Hector’s World Safety Button™ is a child-activated safety tool which children can use if something on-screen upsets or worries them.

The Hector’s World Safety Button is a simple executable file which you can download here for free. The file installs a swimming Hector’s World™ character on the computer screen. A child can just click on Hector character, who then covers the screen with a beautiful underwater scene and gives the child a positive written message, while encouraging them to get adult help.

 

How to use this resource:

  • View the Hector’s World episodes with the class.
  • Use the lesson plans as a guide to enforce key learning objectives.
  • Use the online website workshops and downloadable Hector’s World learning activities to enhance the learning experience.
  • Install the Hector’s World Safety Button on classroom computers.

 

For the interactive website 3 Pathways to choose from:

 Hectors world feature page

  1. Tech Cave
  • The Tech Cave has animations that help develop digital literacy knowledge and skills. They explore questions such as:
  • How does the internet work?
  • How does a search engine work?
  1. Silicon Deep Kids (Various underwater interactive workshops)
  2. Info Island (for parents & teachers)

 

ACARA Links

Strand: Digital Technologies Knowledge and Understanding

Sub strand: Identify, use and explore digital systems (hardware and software components) for a purpose (ACTDIK001)

 

Strand: Digital Technologies Processes and Production Skills

Sub strand:

  • Explore how people safely use common information systems to meet information, communication and recreation needs (ACTDIP005)

( e.g. digital literacy: critical literacy & communicating safely)

  • Work with others to create and organise ideas and information using information systems, and share these with known people in safe online environments (ACTDIP006)

(• e.g. personal and peer safety: safe social networking)

 

General Capabilities:

Information & communication technology capability (ICT):

          Students will develop personal online safety skills including;

  • ‘By the end of Year 2 students recognise the need to take care in sharing personal information (for example messaging only to people you know)’

Critical and creative thinking (CCT)

Information and communication technology (ICT) capability

Literacy

Personal & social capability

Ethical Understanding

 

Links to other Learning Areas:

The Arts (multimedia)

English

Civics and Citizenship (Linked as per Australian Government website)

Student diversity:

  • Students with disability (Transcript available for students with a hearing disability)
  • Gifted and talented students (Advanced reading activities for ‘confident readers’)

SparkleFish

Subject: English

Year Level:  1-5

Strand: Digital Technology

Sub Strand: Digital Technologies Processes and Production Skills

Content Description: Collect, explore and sort data, and use digital systems to present the data creatively (ACTDIP003)

Elaboration: The students can use the app to create fun story starter. It also helps them to realise how technology can help them in other areas of the curriculum.

Link to Resource: http://www.sparklefishapp.com/

Cross Curriculum Priorities and General Capabilities: English- Creating texts general capabilities

Links to Other Learning Areas: 

English-

 Year 1; Recreate texts imaginatively using drawing, writing, performance and digital forms of communication (ACELT1586)

Year 2; Create events and characters using different media that develop key events and characters from literary texts (ACELT1593)

Year 3; Create texts that adapt language features and patterns encountered in literary texts(ACELT1791)

Year 4; Create literary texts that explore students’ own experiences and imagining (ACELT1607)

Year 5; Create literary texts using realistic and fantasy settings and characters that draw on the worlds represented in texts students have experienced (ACELT1612)

How to use this Resource:

This is an app where students record their voices to the instructions. The instructions ask the students to think of an adjective, animal, body part etc (giving examples) and record themselves saying it. At the end of this process it creates a story using the words the student has provided. Usually it is just a silly story, however the students can use the new buzz words and story lines to create their own creative writing.

Students can use it during a creative writing lesson to think of new ways to start a story. They may not use the whole story they create, but they can think of new words to use in their writing. It will teach them ways to use adjectives, adverbs etc.

 

More info:

Design an App

Subject:

Technologies

Year Level:

5/6

Strand:

Digital Technologies

Sub-strand:

Processes and Production Skills

Content descriptors:

  • Design a user interface for a digital system, generating and considering alternative designs (ACTDIP018)
  • Design, modify and follow simple algorithms represented diagrammatically and in English involving sequences of steps, branching, and iteration (repetition) (ACTDIP019
  • Manage the creation and communication of ideas and information including online collaborative projects, applying agreed ethical, social and technical protocols (ACTDIP022)

Link to other learning areas:

  • English

Link to resource:

australiancurriculumlessons.com.au

General Capabilities:

  • Information and communication technology (ICT) capability
  • Critical and creative thinking

About the resource:

This website provides good resources for teachers who want their students to design and create their own App. I have chosen this ICT activity because I believe it caters for the diversity of all students. This activity is student-paced, giving the opportunity for students to work through their project at their own pace.

Class activity:

  • Students are given an example of an App shown on the interactive whiteboard. They must explore the app and identify the title, icon, description of the App, the cost and the name of the designer.
  • They will then need to plan their App.
  • Once they have planned their App, they will then attend to a meeting with Apple boss. In this section, students will use their persuasive skills in order convince the boss to publish your App. (This is where the subject English is linked).
  • The final activity is students presenting their App to the whole class. Students will be assessed through a rubric.

Reference:

The Australian Curriculum

http://www.australiancurriculum.edu.au/technologies/technologies-across-foundation-to-year-10

Hopscotch: Coding App for Students

coding for kids by Hopscotch Technologies

Subject:   Digital Technologies

Year Level: 4 +

Strand: Digital Technologies processes and production skills

 Sub Strand: Specifications, algorithms and implementation

 4.6 Design and implement simple visual programs with user input and branching

 6.7 Design and implement digital solutions using visual programs with user input, branching and iteration

Link to Resource: Download Hopscotch form iTunes for your iPad

https://itunes.apple.com/au/app/hopscotch-coding-made-easy!/id617098629?mt=8

 Description: Hopscotch is coding for kids- made easy! Hopscotch allows students to create their own video game or story on an iPad. They cannot only choose their own characters but also program them to do exactly what they want. It may be breaking into a dance, flying through outer space or jumping up a building- the sky is the limit. It is a great opportunity for students to take control of their learning. Students also love the idea that they are in control and can actually program a computer to do something instead of letting the device tell them. When students have finished their programming they can instantly publish their game to the Hopscotch community, ready for others to play. Through this app students also learn computer science fundamentals like abstraction, variables, conditionals, loops, and more—while making stuff that they actually want to play. It is a fantastic app for young and old.

Cross Curricular Priorities and General Capabilities: Literacy; Numeracy; Information and Communication Technology (ICT) Capability; Critical and Creative Thinking; Personal and Social Capability; Ethical Understanding; Intercultural Understanding;photo_2

Links to other learning areas: Mathematics, Science, English, The Arts

Suggested Classroom Activity for Resource:

It is important to give students time to explore the application before asking them to complete a task. Let them navigate their way through the app, play games created by others members and wrap their head around it. It may be helpful to show students the tutorials made by Hopscotch Technologies in order to get them started and thinking about coding and programming.

I would begin with asking students to complete a number of simple actions/movements etc. with their selected character to allow them to begin to understand the control they have as the programmer. When you feel students are confident and skilled enough then I would recommend allowing them to create their own game that includes a few specific requirements set by the teacher. Students can then publish their games, explain them to the class and let their classmates play a game they have created all by themselves!

Watch this short video, by teacher Paul Hamilton to see how simple coding can be!

 

From Paddock to Plate Schools Program

Subject:   Design and Technologies  images (1)

Year Level: 3-4 (can be used across all year levels)

Strand: Design and Technologies knowledge and understanding

Sub Strand: Food and Fibre Production

4.3 Recognise the contribution food and fibre production and food technologies make to modern and traditional societies

Link to Resource: www.frompaddocktoplate.com.au

Description: Founded by Louise Fitzroy, From Paddock to Plate Schools Program was created to give children the opportunity to make more informed and healthy food choices. In this program students learn about the origins of the food they eat and the importance of supporting those who produce it. The program is an easy-to-use multi-media resource that focuses on a variety of foods, producers and agricultural hubs, each accompanied by corresponding worksheets and follow on activities for your students.

Click on the link below to hear Louise Fitzroy tell us more about the Schools Programs

//soundcloud.com/fitzroyl8b/from-paddock-to-plate-schools

Cross Curricular Priorities and General Capabilities: Literacy; Numeracy; Intercultural Understanding; Ethical Understanding; Asia and Australia’s engagement with Asia

Links to other learning areas: Mathematics, Science, English, Health and Physical Education

 Suggested Classroom Activity for Resource:

This resource enables teachers to adapt the program to cater for differing year levels and abilities. A suggested activity could be focusing on one product per week of the eight part series (honey; eggs; wheat; cherries; fish; vegetables; milk; grass-fed beef). For example, the students watch the video about honey; learn about where it comes from and why it is important. After a class discussion they can complete the corresponding activities from the Paddock to Plate program. An extension of this would be using the featured product to make food for students to sell to the rest of the school. At the end of each week the students could create a stall to sell their produce and also provide information about the process it went through to become said product. Students can be broken into groups; taking turns each week to be in charge of a certain product. This resource allows for many cross-curricular links including Mathematics as the students learn to buy and sell with real money.

Watch the YouTube Video below:

 A great resource to get adults and children thinking about the produce they buy at the supermarket and how it got there; an insight into the journey of from paddock to plate.

ABC Splash

ABC Splash

We live in a technology driven society. Teachers today have access to incredible online resources that enhance students learning within the classroom. ABC Splash is an online resource aligned with the Australian Curriculum that provides online resources for teachers and for students. This resources is highly recommended by me and by many other teaching professionals. Not only does the resource provide resources categorised into each age group but it also provides links to ALL learning areas.

Subject: Digital Technologies

Year Levels: F-10

Link to Resource: http://splash.abc.net.au/home#!/home

Cross-Curriculum Links: Sustainability, Asia and Australia’s Engagement with Asia and Aboriginal and Torres Strait Islander Histories.

General Capabilities: Literacy, Numeracy, ICT, Personal and Social Capabilities Ethical Understandings and Intercultural Understandings.

Links to other Learning Areas: English, Mathematics, Science, Humanities and SOSE.

Overview of Resource: This website is a free digital resource which allows educators and students to locate particular activities for their current learning areas. The activities are all interactive and multimodal with a range of options including, videos, audio recordings, e-books, games and interactive tools (More information below). The activities are all organised under year level compartments. Teachers can also search key words or learning areas to discover related activities. This digital resource is aligned with the Australian curriculum, therefore it is easy for teachers to make links with what is too be learnt in that particular year.

Website Overview Page: http://splash.abc.net.au/about-abc-splash

Example:

Year: 2

Activity Title: Space and Our Solar System

Strand: Design Technologies

Link: http://splash.abc.net.au/home#!/topic/496370/space-and-our-solar-system

Screen Shot 2015-08-10 at 17.05.02

References:

ABC. (2015). ABC Splash. Received from the ABC Website: http://splash.abc.net.au/home#!/home

Sparklebox

This resource provides incredible free resources for teachers. Teachers can download and edit resources for any year group or topic. The resources also provides interactive games and outdoor activities for the teacher to conduct in their classroom.

Author: Tayla Gentle

Subject:  Design and Technologies

Year Level: F – 2

Link: Url: http://www.sparklebox.co.uk/topic/dt/#.Vbtq6Xg7QUV

Cross curriculum priorities and general capabilities: Literacy, ICT, Sustainability and creative thinking.

Links to other learning areas: Literacy, Visual Arts, Maths and Science

Overview: Sparklebox has never ending resources available. It offers teachers the opportunity to download and print displays for their classroom, lesson plans for indoor and outdoor activities and online games for students. Sparklebox also allows for teacher collaboration by having a drop box where teachers can share ideas and resources.

Example: 

Screen Shot 2015-08-10 at 17.26.58

Lesson 2: Exploring Materials – Mind Map

Package Creator – Lesson 2: Exploring Materials

For my 5-lesson sequence, I chose to integrate The Australian Technologies Curriculum and Australian Science Curriculum, as there are significant similarities. Parts of my lessons have been based around lessons in the Primary Connections “Package it Better” Australian Curriculum aligned book for Year 4 Chemical Sciences, as seen below.

Primary Connections Cover

5-Lesson Sequence Blurb:

In this 5-Lesson Sequence, students have been focussing on packaging and in particular how to package a fragile item to ensure that it would remain safe and unbroken when being transported in the post.

Part of the lessons include exploring the properties of a range of materials, exploring shapes and their uses within real life contexts. The students will use the knowledge built during these lessons to plan, produce and evaluate a package of their own creation.

Lesson 2 Background Information:

In the lesson prior to the one detailed in the Mind Map below, the students were introduced to the topic/theme for the next 5 weeks, where a sample package was deconstructed to hook them in and give them an example of what they will be creating. A class discussion was held, that allowed students to relate this task to real life and how posting fragile items is a part of life and we need to be able to do so to ensure safe arrival.

From this, as a class a “Design Brief” for the packages the students would be creating was formed, which included the following:

  • The package will be of a suitable size to hold the item
  • Be able to protect the gift from breaking.
  • Low cost
  • Environmentally friendly
  • Aesthetically pleasing (Look good)
  • Waterproof

As a class we then came up with a list of materials that we could possibly make the packages out of, that could be then narrowed down to match the design brief leaving the following:

  • Paper
  • Cardboard
  • Paper Straws
  • Plastic Straws
  • Fabric
  • Plastic
  • Polystyrene
  • Pop Sticks
  • Masking Tape

To conclude the lesson, students were given time to have a think about possible ideas they had for their packages, before sharing this with a partner. We then had a whole class discussion to allow students to share their ideas with the class and give students who were not sure about possible ideas some ideas to spark their creativity.

Please have a look at the Mind Map in the link below to see the following for this lesson:

  • Links to the Australian Curriculum
  • Prior knowledge of students
  • Learning that will occur during this lessonTask 3 Image
  • Further learning that will occur
  • Preparation and resources required for this lesson
  • The Learning Activities of the lesson (lesson structure)
  • Focus questions for this lesson
  • Assessment in this lesson
  • Possible diversity requirements

Click Here to See Lesson 2: Exploring Materials Mind Map

Proven to Work!

Having used this 5-Lesson Sequence with a group of Year 4’s during my ATP, it is proven to engage all students and produce some fantastic results within the Australian Technologies and Science Curriculums.

Please find some pictures of the final experiment of the student’s packages being dropped from a height of 2 metres below.

 

 

Technology 1

Technology 3

Technology 2