Webonauts- Web Safety

Webonauts

Subject: Technologies

Year Level: 3/4

Strand: Digital Technologies

Sub Strands:  

  • Process and Production Skills
  • Knowledge and Understanding

Content Descriptors Examples:

  • Identify and practise strategies to promote health, safety and wellbeing (ACPPS036)
  • Identify and explore a range of digital systems with peripheral devices for different purposes, and transmit different types of data (ACTDIK007)

Cross Curriculum Priorities and General Capabilities:

  • Critical and Creative Thinking
  • Information and Communication Technology

Links To Other Learning Areas:

  • Health

Platform: PC

Cost: Free

Link to Webonauts Website

Overview:

Webonauts is a hands on and entertaining game that allows students to explore the web-infused and information rich world. It teaches students good citizenship: identity‚ privacy‚ credibility and web safety. It is a useful as a warm-up activity to a unit on cyber-safety and online impact.

Human Resource Machine- Visual Programming Puzzle Game

Human_resource_machine_cover

Subject: Technologies

Year Level: 5/6+

Strand: Digital Technologies

Sub Strands:  

  • Process and Production Skills
  • Knowledge and Understanding

Content Descriptors Examples:

  • Examine how whole numbers are used to represent all data in digital systems (ACTDIK015)
  • Examine the main components of common digital systems and how they may connect together to form networks to transmit data (ACTDIK014)
  • Define problems in terms of data and functional requirements drawing on previously solved problems (ACTDIP017)
  • Design, modify and follow simple algorithms involving sequences of steps, branching, and iteration (repetition) (ACTDIP019)

Cross Curriculum Priorities and General Capabilities:

  • Critical and Creative Thinking
  • Information and Communication Technology
  • Numeracy

Links To Other Learning Areas:

  • Mathematics

Platform: PC

Cost: $9.99

Link to Human Resource Machine website

Overview:

Human Resource Machine is a fun, entertaining and engaging way for students to learn simple programming terms and language. The game is comprised of 30 puzzles. For each puzzle, the player is given a specific task, such as adding two numbers as they come in on the inbox and delivering the results in the proper order to the outbox.

Human Resource Machine Teaches:

  • Simple programming terms and language in an easy to understand format
  • Problem solving skills
  • Designing simple algorithms to solve puzzles

Osmo coding.

Band level: F – 2

Strands and Sub-strands:

Digital Technologies

Digital Technologies Knowledge and Understanding

Content Descriptor:

Recognise and explore digital systems (hardware and software components) for a purpose (ACTDIK001)

What is Osmo coding?

Osmo Coding uses hands-on physical blocks to control Awbie, a playful character who loves delicious strawberries. Each block is a coding command that directs Awbie on a wondrous tree-shaking, strawberry-munching adventure.

General Capabilities:

ICT Capabilities,

Creative and Critical thinking,

Personal and Social Capabilities,

Ethical Understanding,

Links to other Learning Areas:

English,

Mathematics.

Links to resource:

https://www.playosmo.com/en/

Hopscotch

Band Level:

Years 5- 6

Strands and Sub-strands:

Digital Technologies.

Digital Technology Processes and Production Skills.

Content Descriptor:

Implement simple digital solutions as visual programs with algorithms involving branching (decisions) and user input (ACTDIP011)

General Capabilities:

Numeracy,

Information and Communication Technology,

Personal and Social capabilities

Links to other Learning Areas:

Literacy

Numeracy

Science.

Description:

Hopscotch is a free Ipad  app that allows students to create their own games, animations and stories that teaches them the basics of programming, logical thinking and problem solving. These can then be published so that anyone can play or access their creation.

Link: https://www.gethopscotch.com/

Move The Turtle

Screen Shot 2016-08-09 at 8.40.32 pm

Subject: Technologies

Year Level: 1-5

Strand: Digital Technologies

Sub Strands:  

  • Process and Production Skills

Content Descriptors Examples:

  • Use data to solve a simple task/problem (ACTDIP003)
  • Share and publish information in a safe online environment, with known people (ACTDIP006)
  • Use visually represented sequenced steps (algorithms), including steps with decisions made by the user (branching) (ACTDIP011)
  • Create a sequence of steps to solve a given task

Cross Curriculum Priorities and General Capabilities:

  • Critical and Creative Thinking
  • Information and Communication Technology
  • Literacy
  • Numeracy

Links To Other Learning Areas:

  • Mathematics
  • Science
  • The Arts (Media Art)

Click here to visit the Move the Turtle webpage.

Platform: iOS (iPad, iPod and iPhone)

Cost: $2.99

Move The Turtle in the Classroom:

Screen Shot 2016-08-09 at 9.20.38 pm
Move the Turtle is a fun and engaging way to learn programming procedures. Each new level of achievement increases in difficulty and teaches a new command that directs the turtle to make a sound, draw a line, reach a star etc. It also has a free play ‘compose’ option which allows students to move the turtle however they want.

By completing the sequenced tasks, students learn:

  • How to plan complex activities composed of simple elements
  • How to reuse previously completed work
  • How to use graphics, spatial orientation and sound in programming

Gamestar Mechanic: Learning to Design Video Games

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Gamestar Mechanic

Subject: Technologies

Year Level: 3-7

Strand: Digital Technologies

Sub Strands:  

  • Digital Systems
  • Representations of Data

Content Descriptors:

  • Digital systems and peripheral devices are used for different purposes (ACTDIK007)
  • Different types of data can be represented in different ways (ACTDIK008)
  • Digital systems have components with basic functions that may connect together to form networks which transmit data (ACTDIK014)
  • Data is represented using codes (ACTDIK015)

Cross Curriculum Priorities and General Capabilities:

  • Critical and Creative Thinking
  • Personal and Social Capability
  • Information and Communication Technology
  • Literacy
  • Numeracy

 

Links To Other Learning Areas:

  • Mathematics
  • Science
  • The Arts (Media Art)

Click here to visit the Gamestar Mechanic Website.

Platform: Web

Cost: $2 per student

Gamestar Mechanic in the Classroom:

Screen Shot 2016-08-09 at 8.14.56 pmGamestar Mechanic is a game based digital learning resource designed to teach the guiding principles of game design and systems thinking in a highly engaging and creative environment. Gamestar teaches students to design their own games by completing different self-paced quests while learning to build game levels. Gamestar Mechanics perfect for educators seeking to introduce designing or programming to students and there is no requirements for previous study in this area. Gamestar Mechanics was designed with the understanding that game design is an activity that allows learners to build technical, technological, artistic, cognitive, social, and linguistic skills suitable for the current and future world. Another benefit of using Gamestar Mechanics as a resource in the classroom, teachers do not need to be experts in game design. The resource comes with a curriculum that can be used to scaffold a class, with the teachers taking a role of guide and mentor. The lessons are designed to spur a range of interactions between students and the game, and students and each other. teachers serve as a facilitator for student discussion, reflection and ideation.

It has been designed to work in both formal and informal learning environments.

 

Click here to access the Gamestar Mechanic Teacher Pack.


 

Robozzle

robozzle

Resource: Robozzle

Ages: 6+

Curriculum Links:

Digital Technologies – Processes and Production Skills

Design and Technology – Processes and Production Skills

Content Descriptors:

Collect and present different types of data for a specific purpose using software (ACTDIP009)

Use simple visual programming environments that include a sequence of steps (algorithm) involving decisions made by the user (branching) (ACTDIP011)

Define a sequence of steps to design a solution for a given task

Identify and choose the appropriate resources from a given set

Select, and safely use, appropriate components and equipment to make solutions

Use criteria to evaluate and justify simple design processes and solutions

Cross-Curricular Links:

Literacy

Numeracy

Information and Communicating Technology (ICT) Capability

Critical and Creative Thinking

Description:

This is a great resource for computational thinking. The app allows the user to program the games using simple commands. There are multiple puzzles that the user can manipulate and learn from.

Link to resource:

This resource can be downloaded on iTunes. More information can be found at http://www.robozzle.com/

Lego, Coding and the Technologies Curriculum

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What is Code with Lego?

Computer coding with Lego is a fun, hands-on, interactive introduction to the world of coding. It was introduced by the Bits and Bricks Campaign, an online computer game made my Lego (link included under further readings/ links).

Coding with Lego can work along side Bit the Bot, another interactive coding activity involving Lego. Bit the Bot in a very adventurous Lego robot, but as with many small creatures, he often gets his programming wrong. Students get involved in helping Bit the Bot solve challenges by figuring out simple programs and coding.

Objectives:

The Lego coding program is a part of the Hour of Code Initiative . The Initiative is a global movement reaching tens of millions of students in 180+ countries. It was launched in 2015, and encourages students to become interested in, and informed about coding, technology, systems and programming.

Useful information for Teachers:

Resources:

Lego coding allows for the teacher to choose the activity that the students will focus on during the lesson. From simple ‘direction cards’, to learning the Binary alphabet, the resource is flexible to suit the age group and the needs of the class.

The Hour of code web site (listed below) has all relevant resources, and a sign up sheet for resources to be sent to your school or location.

Inclusivity:

The program allows for the inclusion of students at all levels of learning, with aspects such as designing, team work, allocation of roles and data analysis.



 

Year:

  • Foundation to year 2
  • Year 3 and 4
  • Year 5 and 6

Subject: Digital technologies

Sub strand: Collecting, managing and analysing data

  • Generating and designing
  • Producing and implementing
  • Evaluating

Curriculum Links (specific to Code with Lego) :

  • Foundation to year 2

Generate, develop and record design ideas through describing, drawing and modelling (ACTDEP006)

Use materials, components, tools, equipment and techniques to safely make designed solutions (ACTDEP007)

Sequence steps for making designed solutions and working collaboratively (ACTDEP009)

  • Year 3 and 4

Generate, develop, and communicate design ideas and decisions using appropriate technical terms and graphical representation techniques (ACTDEP015)

Plan a sequence of production steps when making designed solutions individually and collaboratively (ACTDEP018)

  • Year 5 and 6

Critique needs or opportunities for designing, and investigate materials, components, tools, equipment and processes to achieve intended designed solutions (ACTDEP024)

Select appropriate materials, components, tools, equipment and techniques and apply safe procedures to make designed solutions (ACTDEP026)

Develop project plans that include consideration of resources when making designed solutions individually and collaboratively (ACTDEP028)

Cross Curriculum Priorities: Sustainability

General capabilities:

  • Critical and creative thinking
  • Literacy
  • Numeracy
  • Personal and Social competence

Further reading/ links:

RoboCup Australia and the Technologies Curriculum

RobocupJuniorAustralia

What is RoboCup Junior?

RoboCup Junior is a project-oriented educational initiative which is designed to introduce

primary and secondary children to the field of robotics and Artificial Intelligence (AI). With the added aspect of competitions and nation wide participants, the program is creatively designed and educational.

“The ultimate goal of RoboCup is that by the middle of the 21st century, a team of fully autonomous humanoid robot soccer players shall play (and win!) a soccer game against the (human) world champions”. ( http://www.robocupjunior.org.au).

Objectives of RoboCup:

  • To encourage young people to take an interest in scientific and technological fields and engage in the process through robotic competitions.
  • To expand students social, intellectual and problem solving skills and has a strong emphasis on learning and enjoyment.
  •  To develop informed and independent adults, through a new appreciation of the pros and cons of technology and technological advances.
  •  School wide and community wide engagement, cooperation and involvement through the added aspect of nation wide and world wide competition.

Useful information for teachers:

Resources: The program includes ‘Robotics teaching and learning program examples’, as well as all the relevant Curriculum documents included in the program. Assessment items are also suggested and included, such as the completion of a ‘log book’ during their stages of designing, creating, evaluating and managing (as linked directly to the Technologies curriculum).

Inclusivity: The program allows for the inclusion of students at all levels of learning, with aspects such as designing, team work, allocation of roles and data analysis.

Furthermore, the program could be a whole-school, or community wide initiative to raise awareness about technology, and create a fun and competitive learning experience.



Year:

  • Year 5 and 6
  • Year 7 and 8
  • Year 9 and 10 (elective subject)

Subject: Design and Technologies

Sub strand: Creating Design solutions by:

  • Investigating and defining
  • Designing
  • Producing and Implementing
  • Evaluating
  • Collaborating and managing

Curriculum links:

As the program is broad and allows for flexibility into all areas, the curriculum links regarding the Technologies Curriculum are extensive, and can include all strands under the Design and Technologies Subject.

The Year 5 and 6 curriculum strands are demonstrated below:


 

Year 5 and 6:

Knowledge and Understanding:

Investigate how electrical energy can control movement, sound or light in a designed product or system (ACTDEK020)

Investigate characteristics and properties of a range of materials, systems, components, tools and equipment and evaluate the impact of their use (ACTDEK023)

Process and production skills:

Critique needs or opportunities for designing, and investigate materials, components, tools, equipment and processes to achieve intended designed solutions (ACTDEP024)

Generate, develop and communicate design ideas and processes for audiences using appropriate technical terms and graphical representation techniques (ACTDEP025)

Select appropriate materials, components, tools, equipment and techniques and apply safe procedures to make designed solutions (ACTDEP026)

Develop project plans that include consideration of resources when making designed solutions individually and collaboratively (ACTDEP028)

Cross Curriculum Priorities: Sustainability, Asia and Australia’s Engagement with Asia.

General capabilities:

  • Critical and creative thinking
  • Literacy
  • Numeracy
  • ICT
  • Personal and Social Competence

Further reading/ Links:

The Australian Curriculum:

http://www.australiancurriculum.edu.au/technologies/design-and-technologies/curriculum/f-10?layout=1

RoboCup Junior Australia: http://www.robocupjunior.org.au/acaracop

Hopscotch : Coding made Awesome!

 

hop

Subject: Digital Technologies

Year: 5-6

Strand: Digital Technologies processes and production skills

Sub-strand: Digital implementation

Outcome: Design, modify and follow simple algorithms invovoling a sequence of steps

Link to Resource : https://www.gethopscotch.com/

Hopscotch is a fun and interactive app that teaches children simple coding with in-built building blocks. Kids are able to create games such as Angry Birds and animations such as Pixel art in a colourful and interactive environment. Children are able to publish their games once complete, allowing their peers and other Hopscotch users to play. Hopschotch provides children the opportunities to experiment and create their own codes in a fun environment

General capabilities: Critical and Creative Thinking, Numeracy, Information and Communication Technology, Literacy

Links to other learning areas : Numeracy and Literacy skills