Kodable – Coding and the Curriculum

 

 

Subject: Digital Technologies

Year Levels: K-5

Strand: Digital Technologies Processes and Production Skills

Link to resource: https://www.kodable.com

Cross Curricular and General Capabilities: Critical and Creative Thinking and Information  and Communication Technology (ICT)

Curriculum links: 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)

Implement digital solutions as simple visual programs involving branching,iteration (repetition), and user input (ACTDIP020)
Manage the creation and communication of ideas and information including online collaborative projects, applying agreed ethical, social and technical protocols(ACTDIP022)

Using Kodable: Kodable allows students to understand
and how the coding system works. Using Kodable will allow for students to develop excellent – Problem solving skills – Higher level thinking skills – Collaboration skills – Communication skills – Critical thinking skills.

Finally, within Kodalble your students will learn the fundamentals of every modern programming language in a fun and inviting way. Within Kodable there is an exciting learning guide free of charge for you to download and create a sequence of learning for students within your various year levels.

Osmo Coding for Students

Osmo Coding for Students

 

Subject: Digital Technologies

Year Levels: 1-6

Strand: Digital Technologies Processes and Production Skills

Link to resource: https://www.playosmo.com/en/coding/

Cross Curricular and General Capabilities: Critical and Creative Thinking and Information  and Communication Technology (ICT)

Curriculum links: 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)
Implement digital solutions as simple visual programs involving branching,iteration (repetition), and user input (ACTDIP020)
Manage the creation and communication of ideas and information including online collaborative projects, applying agreed ethical, social and technical protocols(ACTDIP022)

So why use Osmo Coding? On my last professional practise the school I went to had a strong focus on using and teaching technology. My mentor teacher gave me an opportunity to teach the year 1 students a technology lesson.

The lesson had to include:

  • Working with a partner to solve a problem (coding and communication skills).
  • Cater to a variety of different levels.
  • Be hands on.
  • Promote critical thinking.

After doing some research I came across Osmo Coding.

Osmo Coding is an award-winning game system for iPad that opens a world of hands-on play for the students. Their were three engaging games in the kit – Coding, Masterpiece and Newton. These games offer a range of activities that develop an understanding of programming, drawing and physics.

The games I chose for my class was Osmo Coding

Osmo Coding taught the students to use coding commands and hands-on coding blocks to control Awbie, a playful character who loves delicious strawberries. Using these commands, the students were able to help Awbie on a wondrous tree-shaking, strawberry-collecting adventure.

To begin the students start with simple coding combinations but are able to build up to more challenging ones as they uncover his world.

This particular game falls under the Year 1 to Year 6 Band Description as it allows the students to explore and investigate technologies − materials, systems, components, tools and equipment. However it can be used for students between the ages of 5 to 12.

With a variety of games the students are able to use a different graphical representation techniques to communicate, draw, model and explain design ideas; label drawings; draw objects as two-dimensional images from different views; draw products and simple environments and verbalise design ideas.

They were able to plan (with teacher support) simple steps and follow directions to complete their own or group design ideas or projects, and manage their own role within team projects. Using this program allows students to be aware of others around them and the need to work safely and collaboratively when making designed solutions.