CodeSpark- Academy with the Foos

Code Spark Have created an App called Academy with the Foos.

That can be used in classrooms to support students learning of coding through interactive activities. These activities include puzzles, games, step by step projects and printouts.

In the classroom, the teacher can use this app to help support the teaching and develop the students understanding of coding in interactive activities. The activities are suitable for different levels this gives students who a struggling an opportunity to develop their understanding.

Australian Curriculum-  Digital Technologies: Processes and Production skills.

Kano

Kano

http://us.kano.me/

Year level: 4

Subject: Technology

Strand: Digital Technology

Description

Kano is a fantastic computer and coding kit for children ages 6 and upwards. Students actually get to make a computer, learn what’s inside, play with the code and hopefully spark a lifelong passion for computing and the arts! Kano is a Raspberry π based project, which also utilises Sonic Pi for the music coding component.

Below is a video introducing Kano…

As can be seen by the video, Kano has been constructed to engage students immediately, showing them how a computer is designed and engineered on a basic level. As stated by Luke, it’s like putting Lego together. Students once into the coding phase can then learn to code and create games, hack into well known platforms like Minecraft and make music.

Here is another great video showing Luke using Kano.

There are great resource packages designed and built for educator and schools, which can be aligned with the school curriculum and provide great levels of support and training for the teachers. There is also the ability for the students to share their work or projects through portals and also check out what other students have created!

Digital Technologies

Link to  SCSA (School Curriculum and Standards Authority)

Looking at the year 4 syllabus Kano could be introduced to explore digital systems in terms of their components and the other peripheral devices. Students learn how to manipulate and interpret data which allow students to develop the data to represent and communicate ideas. This helps to develop computational thinking.

Some Year 4 Content descriptors that would be covered by using Kano:

Knowledge & Understanding

  • Digital systems and peripheral devices are used for different purposes and can store and transmit different types of data (ACTDIK007)

Digital Implementation

  • Use simple visual programming environments that include a sequence of steps (algorithm) involving decisions made by the user (branching) (ACTDIP011)
  • Work with others to create and communicate ideas and information safely, using agreed protocols (netiquette) (ACTDIP013)

You can also easily see how using the Kano package can link in with the general capabilities:

  • Literacy
  • Mathematics
  • Science
  • ICT
  • Creative thinking

Tynker

 

 

https://www.tynker.com/

Subject: Technologies

Strand: Digital Technology

Year level: 1-6

 

Description:

Tynker is a creative computing platform where students are able to learn how to program and build Apps, games and more. It is self paced and is easily incorporated into the Western Australian school curriculum (School Curriculum and Standards Authority, Government of Western Australia) in the subject of Technologies particularly the strand of Digital Technologies.

Students are encouraged and engaged to create games and animated projects using visual coding and provides them with the knowledge foundations in programming and computational thinking which will then help their progress into mainstream object orientated programming. It has powerful kid friendly tools and guided, independent instruction for your students.

The resources and instruction that are available to teachers are also fantastic. It has ready to use, grade specific lesson plans and links to STEM project templates for Math, Science, ICT and English to name a few.

Tynker can be used across different PC platforms (Windows or Mac) and mobile devices running IOS or Android.

Links:

Below are a link to Tynker’s website which will allow a free initial sign up for schools to look at coding across Year levels 1 to 8. This will introduce your class to visual programming. In this course, students get introduced to basic programming as they create interactive stories, design animations, and make mini-games in Tynker’s game-like interface. Each lesson is designed for a class period of 45-60 minutes.

https://www.tynker.com/

https://www.tynker.com/school/courses/show?id=0-programming-100

https://www.tynker.com/play?p=518173ef75209f6e64000198

This is a great video explaining why everyone loves Tynker!

 Sub-strands and Content Descriptors:

Tynker’s courses cover sub-strands and many different Content Descriptors in each year group such as;

Year 1

Strand: Knowledge and Understanding

Representation of Data:

  • Data can have patterns and can be represented as pictures, symbols and diagrams (ACTDK002)

 

Strand: Process and Production Skills

Collecting, Analysing and Representing Data

Present data of any kind using a variety of digital tools (ACTDIP003)

Google CS First! Game based learning.

What is it?: Game-based learning involves students using game development concepts and software to create their own games. Game-based activities are highly engaging and motivating for students and, when embedded within the curriculum, can be a highly effective way for students to learn.

Training for teachers is provided free of charge. https://www.cs-first.com/training/welcome-cs-first

Subject: Digital Technologies

Year Level:5-6

Strand: Process and Production skills

Sub strand:Using digital systems

Design a user interface for a digital system. (ACTDIP018)

Design, modify and follow simple algorithms involving sequences of steps, branching, and iteration (repetition). (ACTDIP019)

Implement digital solutions as simple visual programs involving branching, iteration (repetition), and user input. (ACTDIP020)

Link to the resource

https://www.cs-first.com/course/game-design/video/241

Cross curriculum priorities and general capabilities

Literacy, Numeracy, ICT, Critical and creative thinking

Links to other learning areas

English, Mathematics

Classroom agenda and implications

CS First is a free program that increases student access and exposure to computer science (CS) education through after-school, in-school, and summer programs. All clubs are run by teachers and/or community volunteers.

CS First materials:

  • are completely free and available online
  • are targeted at students aged 9-14
  • can be tailored to fit your schedule and needs
  • involve block-based coding using Scratch and are themed to attract students with varied interests

All students will require a computer for this lesson so it is best used in a school with a computer lab.

The first lesson in the series teaches the children about story telling in games.

How to use this resource

WONDERful WORKSHOP

Wonder Workshop is WONDERFUL – see what I did there?

 

Inspiring the up and coming generation in using digital technologies can be a challenge at times, especially with maintaining attention.  But Wonder Works provides colourful and engaging resources which develop students confidence and competency in using and manuvering their skills with digital technology.

Subject

Digital Technologies

Year Level

Foundation to Year Two

Strand

Knowledge and Understanding

Sub Strand

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

Resource Link

https://www.makewonder.com/play/ideas/

Price

Free resource information – price varies on suggest apps for lesson plan templates

 

Cross Curricular Capabilities

The resources suggest that these apps can assist in most learning areas as it is used to consolidate content specific learning which fosters play based learning.

For Example – Using Go App

 

English: – Literacy (Foundation – Year 2)

Comprehending texts through listening, reading and viewing
  • Interpret and analyse learning area texts
  • Navigate, read and view learning area texts
Composing texts through speaking, writing and creating
  • Compose spoken, written, visual and multimodal learning area texts
Word Knowledge
  • Understand learning area vocabulary

For example – Using Blockly

 

Math: Chance ( Year one and two)

Year One – Identify outcomes of familiar events involving chance and describe them using everyday language such as ‘will happen’, ‘won’t happen’ or ‘might happen’

  • justifying that some events are certain or impossible

Year Two – identify practical activities and everyday events that involve chance. Describe outcomes as ‘likely’ or ‘unlikely’ and identify some events as ‘certain’ or ‘impossible’

  • classifying a list of everyday events according to how likely they are to happen, using the language of chance, and explaining reasoning

 

Easy Lesson Plans

Example –  Heads or Tails

 

 

Scratch

Scratch

Subject: Digital Technologies

YearLevel: 5-6

Links to other Learning Areas: Literacy, Numeracy, The Arts, HASS and Science

Links to Cross Curricular Priorities/ General Capabilities: Numeracy, Critical and Creative Thinking, ICT.

Platform: Desktop/Laptop

Cost: Free

ACARALinks:

  • Design, modify and follow simple algorithms involving sequences of steps, branching, and iteration (repetition) (ACTDIP019)
  • Implement digital solutions as simple visual programs involving branchingiteration (repetition), and user input(ACTDIP020)
  • Acquire, store and validate different types of data, and use a range of software to interpret and visualise data to create information (ACTDIP016)
  • Examine the main components of common digital systems and how they may connect together to form networks to transmit data(ACTDIK014)

What is it?

Scratch is a Coding program that can be used in the classroom, to teach the basics of coding computers, however can also progress into more difficult coding projects as well. Scratch can be used by students with varied levels of capabilities, and is a fantastic tool to use in a peer teaching situation.

How is it used?

The program is both an online program accessed through Google Chrome (or FireFox) and can also be downloaded as a program onto any Desktop/Laptop computer. Students learn to create codes to animate backgrounds, images and characters. The online version is fantastic, as it has tutorials for students (and teachers) of different levels of ability. The tutorials go through step-by-step processes in order to achieve the set out goal. The program allows users to create stories, games and animations. Scratch can be used as a platform for students to present assignments as well as create interactive quizzes and games to be shared with peers.

Skills developed 

Practicing using code

Problem solving skills

Learning the language of code

Software knowledge

Accessing Scratch 

https://scratch.mit.edu

The image to the right is an example of how students develop of code in order to create an animation.

Codingame

Codingame

Subject: Digital Technology

Year Level: 6

Strands:Digital Technologies: Knowledge and Understanding and Process and Production skills

Sub strands:Investigate and Define and Representation and Production skills

ACARA Links 

Data is represented using codes (ACTDIK015)

Create and communicate information, including online collaborative projects, using agreed social, ethical and technical protocols (codes of conduct) (ACTDIP022)

Cross curriculum priorities and general capabilities

Critical and creative thinking

Personal and social capability

Information and Communication Technology (ICT)

Literacy

Numeracy

Links to other learning areas

English

Mathematics

What is it?

Codingame is a program that allows students to improve their programming skills, while essentially playing a game! It allows students to develop a great base level understanding of coding with a lot a practice and turns their learning into a game. This program allows students to solve problems and learn new concepts while being motivated to learn more about how to code and program. Codingame is a great base tool for teachers to use to introduce students to coding and programming and building their digital technologies knowledge and skills.

How is it used?

Codingame can be used and accessed via the link to the resource. The program offers different options of how to play the game where they can participate in challenges and move through the levels of the game all while learning and developing their skills in pure code. The game can be scored, where the score is generated through how well the ‘code’ that the students have developed meets the specifics of the game.

Link to the resource

https://codingame.com/start

 

Skills developed

Practice pure code

Problem solving skills

Learn the language of code

Software knowledge

Image result for codingame

Hour of Code

Subject: Technologies

Year Level: F-6

Strand: Digital Technologies

Sub-strand: Process and Production Skills

Resource: https://code.org

Cross Curriculum Priorities and General Capabilities: Critical and Creative Thinking, Information and Communication Technology

Links to Other Learning Areas: English, Mathematics

The video below is one of many on the Code.org website, designed to introduce  and engage students in coding. In this video, sportsmen, founders of companies such as Facebook and Dropbox and other celebrities discuss the need for coding in schools and why it is so important for children to develop their abilities in coding in today’s society.

 

What is Hour of Code? 

Hour of Code is a fantastic coding resource available on the code.org website. This resource is a great introduction to coding for students. It is accessible on both computers and tablets. Hour of Code includes hour long tutorials for students, with the goal of introducing and engaging students in beginning coding.

In the Classroom:

Hour of Code is a fantastic resource for introducing students to coding. Code.org provides Hour of Code tutorials on a range of topics that will engage all students of different year levels and coding abilities. These different Hour of Code tutorials range from Moana, Minecraft, Star Wars, Flappy Bird, Hot Wheels, Ice Age and many more. Each hour long tutorial is designed to take students step by step through coding activities. Within these tutorials, there are videos to introduce students to the coding topic and instructions for students to begin coding. These tutorials are great for introducing students to coding and the terms used in coding. They are so much fun, students will love trying each different coding activity and will want to learn more! Once the tutorials are complete, students are given the opportunity to create a game or animation using some of the coding they practiced in the tutorials. These animations or games can then be shared between students and the whole class can see what each student created with their newfound coding knowledge. It also gives students a certificate at the completion of their Hour of Code. Hour of Code is great for beginners as well as more experienced coders and it is great fun.

Code.org is also a fantastic resource for teachers. It includes in depth tutorials for teachers, lesson plans, teaching points and professional learning experiences.

Using the PrimaryConnections Science Program to Teach Technology

Using the PrimaryConnections Science Program to Teach Technology

Learning Area

Design and Technology

Year Level

Four

Strand

Technologies Contexts

Sub-Strand

Engineering principles and systems

Forces, and the properties of materials, affect the behaviour of a product or system (ACTDEK011)

This is from the School Curriculum and Standards Authority (SCSA) however the equivalent for the Australian curriculum can be found online.

Link to the Resource

Hard Copy ($42):

https://www.primaryconnections.org.au/shop/2PC405-BK

Online resource available on Scootle for free; however, you will need to create an account:

http://www.scootle.edu.au/ec/viewing/S7161/Package-it-better-2012/index.html

To watch PrimaryConnections in action within the classroom click here and it will take you to their YouTube channel:
https://www.youtube.com/channel/UCmx-UK7n-78qwCi4tnJYdDQ

Cross Curricular Priorities

Critical and creative thinking (CCT), Personal and social capability (PSC)

Links to Other Learning Areas

Science, Literacy, Mathematics

Some Background on the Creators

The Australian Academy of Science has linked science with literacy through the innovative program that is PrimaryConnections. The many lesson ideas and units created through PrimaryConnections use an inquiry-based approach to develop students’ knowledge, understanding and skills in both science and literacy; however, many of the lessons can be adapted to suit teaching different aspects of the curriculum. To find out more, please visit the PrimaryConnections website at https://primaryconnections.org.au/about.

Using this Resource

Whilst this resource is set to a quite specific year level and section of the curriculum, it is very easy to implement in the classroom. The program is an eight week course that is designed to cover an entire section of the year four chemistry curriculum. However; looking deeper into the content and tasks required of the students, it is actually a program that coincides very closely with the technologies curriculum. The program is essential lesson plans that include diagnostic, formative and summative assessments; with sequential lessons that build on each other with every activity. The entire program is extremely hands on, with each child being placed into groups and assigned a role, which is linked to improving personal and social capabilities. It caters for visual, audible and kinaesthetic learners. Much of the work is already done for you, it just needs to be adapted to have more of a technology focus if you so desire. If year four is not your year, PrimaryConnections offer science programs for every year level K-12, all of which have ideas on how to teach lessons based on technology. It is just up to you to adapt the program accordingly!

Kahoot!

Kahoot!

 

Subject: Digital Technology

Year: 4, 5 and above

Strand: Digital Technology Processes and Production skills

Sub-strand: Collect, sort, interpret and visually represent different types of data using soft are to manipulate data for a range of purposes (ACTDIP016)

Resource link: http://kahoot.it/ or   http://getkahoot.com

 

Kahoot is a game-based learning technology platform that creates and develops quizzes, discussions and surveys. It helps to develop independence as well as encourage social skills through collaboration and team-work.  Using the many activities students can improve understanding and develop topic specific knowledge, in a fun, interactive way. The game-like student-response tool adapts to all skill levels as it can be changed and modified to suit all ages. Students are able to connect with each other and even other class mates from around the globe. To further extend on this students can create their own Kahoot, this can be used as a formative/summative assessment and can be a fun creative way to test their knowledge and skills. It can be used across all learning areas and I believe it is a vital tool for teachers moving forward. It incorporates Technology and enables educators to take a holistic approach to teaching and gain  insight into their students; what they know and what they need to know.