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 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:
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.
Content Descriptors: Identify and explore a range of digital systems with peripheral devices for different purposes, and transmit different types of data(ACTDIK007)
A classroom link: This can be used effectively in a classroom setting for students in year level from year 3- year 6. This particular activity idea however focuses on the age year 3 age group. It is and effective way to incorporates the use of technology as well as heavily relating to the history component of the curriculum.
How to use this in the classroom: With the growing use of technology being used in today’s classrooms it is important to try and incorporate a many aspects as possible into everyday learning. A fantastic way for students to incorporate technology into their learning is through the use of a WebQuest. There are many different ways to create such a document through the use of apps and different online programs. Though find it just as easy to use Publisher as many students are already familiar with this program. This activity requires the students to create an informative and fun way for other students to find out information on a particular topic. A WebQuest is a lesson that is formatted in a way in which most or all the information that learners work with comes from the web (internet). These particular WebQuests can be created using various programs that includes links to websites. With year three this may be used to link to the history curriculum, this can be achieved by the students creating a WebQuest on the First Fleet. Once this is complete the WebQuests can be completed by other students. This is a great activity for students to work either individually or in pairs.
Timber sleuth is an interactive application that can be found on the Apple App Store. This App transforms learning into a fun and easy educational form, suitable for independent or collaborative work, with plenty of room for extension!
In this App Students will identify a range of familiar items made from timber. Upon completion of each activity students will be provided with further information on the uses and types of timber used in the items they are selected. The App gives details on why such material has been used for the job and the properties of said material. within the App their are two settings,’Under construction’ and ‘Home sweet home’. Students can explore each setting zooming in or out, while selecting items to learn more about their materials and properties.
Content Descriptors
Design and Technology:
Explore the characteristics and properties of materials and components that are used to produce designed solutions (ACTDEK004)
Investigate the suitability of materials, systems, components, tools and equipment for a range of purposes (ACTDEK013)
Science:
Objects are made of materials that have observable properties (ACSSU003)
Different materials can be combined for a particular purpose (ACSSU031)
With guidance, plan and conduct scientific investigations to find answers to questions, considering the safe use of appropriate materials and equipment (ACSIS054)
Natural and processed materials have a range of physical properties that can influence their use (ACSSU074)
Popplet is a tool for the iPad and web to capture and organize your ideas.
Use within classroom:
In the classroom and at home, students use Popplet for learning. Used as a mind-map, Popplet helps students think and learn visually. Students can capture facts, thoughts, and images and learn to create relationships between them.
The resources strength lays in it’s ability to be used on both portable Apple devices such as iPads and online. This means students are not limited to be tied to a computer when mind mapping, great for small group work.
Price: $7.99
Digital Technologies
Year Levels: Year 3 Sylabus
Strand:Knowledge and understanding – REPRESENTATION OF DATA
Different types of data can be represented in different ways (ACTDIK008)
Cross Curricular and General Capabilities: Critical and Creative Thinking and Information and Communication Technology (ICT)
The app is of course not limited to these aspects of the digital curriculum, or even the digital curriculum.
Scratch is a click-drag-and-drop programming environment that is exceptional for introducing students to programming concepts via Windows and Mac OS X . Students can use Scratch to code their own interactive stories, games, and animations. In the process, they learn to think creatively, reason systematically, and work collaboratively, which are essential skills for society and the classroom.
Target year level: Year 3-6 (Also recommended for high-school students)
Curriculum learning area: Digital Technologies
General Capabilities: Literacy, Numeracy, ICT, Critical and Creative Thinking
Developed by: Lifelong Kindergarten Group at the MIT Media Lab
Why use scratch in your classroom? Scratch introduces students to programming without the daunting pressure of understanding coding/programming language. Beginners are often ‘put off’ when faced with errors in coding, as many programmers are quite abstruse in their language, however scratch aims to overcome this barrier by using a drag-and-drop technique that is readily available to young ages. Scratch uses visual programming language that can be used to construct games, presentations, tutorials, animations, interactive stories and more to create a conceptual understanding or digital materials.
About this resource: Scratch has provided a educational resource for teachers that provides a digital platform for teachers to engage in and share stories, experiences, resources and meet fellow educators via the Scratch Educator Meetups. Note: These meetups are USA centralized. Scratch also provides teachers with an educator account to help manage classroom projects and student programs.
Links to other learning areas:
Art – Drawing experimentation with colour
Mathematics – Plot, graph, demonstrate and application of mathematical concepts
Science – Simulation and experimentation
Languages – Simple quiz input/output, including the recording of sound for feedback
English – Develop a narrative, plot points, characters and actions
All learning areas – Demonstrate a deeper, conceptual understanding of fundamental ideas
Mitch Resnick – Computer Scientist
Mitch Resnick is the director of the Life Long Kindergarten Group and LEGO Papert Professor of Learning Research at MIT Media Lab. Resnick aims to engage students with technology, encouraging them to create and experiment using coding with digital resources. You can find more information about Mitch Resknick here: https://www.media.mit.edu/people/mres/overview/
Strand: Knowledge & Understanding and Processes & Production Skills
Sub-strand: Digital Systems, Investigating and Defining, Evaluating
Possible Curriculum Links:
Digital systems have components with basic functions and interactions that may be connected together to form networks which transmit different types of data (ACTDIK014)
Define a problem, and a set of sequenced steps, with users making decisions to create a solution for a given task
Develop collaborative criteria to evaluate and justify design processes and solutions
Link to the Resource:
https://www.lego.com/en-us/mindstorms
Cross curriculum priorities and general capabilities:
Critical and creative thinking
Personal and social capability
Information and Communication Technology (ICT)
Numeracy
Cross-curriculum links:
Mathematics
What is it:
Lego Mindstorms EV3 is a system that allows students to build, program and command which are easy and fun to used. The package comes with bricks, motors and sensors to create one of 17 types of robots that can shoot, drive, slam, crash and spin with control from a range of devices including smart phones and tablets. Students can also further program the robots with on computer coding program for more features. The robot can be deconstructed and formed into any of the other 16 models for more missions and actions.
https://www.lego.com/en-us/mindstorms/about-ev3
How to use it in the Classroom:
one example of how Lego Midstorms EV3 can be used in the classrooms is the students programming a robots to respond to the sense of touch through lights, sounds, colour and movement. the robot can be displayed in a public area, for example the front office or staff area, with a sign next to it “Do Not Touch”. The robot recorded data every time it was touched within a space of an hour. the students can then graph and analyse this raw data to investigate trends as well as self-control of adults.
Strand: Design and Technologies – Processes and Production Skills
Sub-Strand:
Creating Solutions by – Designing: Develop and communicate design ideas through describing, drawing, modelling and/or a sequence of written or spoken steps
Creating Solutions by – Collaborating and managing: Works independently, or with others when required, to safely create and share sequenced steps for solutions
Accessing the App:
Get on Google Play (Android)
Download from the App Store (iPad/iPhone)
Available at Amazon
Available in the Chrome Web Store
The app is FREE
Cross-Curriculum Priorities:
Sustainability
Asia and Australia’s engagement with Asia
General Capabilities:
Literacy
Numeracy
Information and Communication Technology (ICT)
Creative and Critical Thinking
Personal and Social Capability
Links to Other Learning Areas:
English
Mathematics
Why is Coding Important for Students?
Coding is important as students learn computer programming as well as how to solve problems and create their own projects with their own ideas. Using Scratch Jr. students have the opportunity to use their own creative juices in interactive stories and games. This app was created to suit younger children (5-7 years) cognitive, personal, social and emotional development.
Coding is a new type of literacy. It helps students express their own ideas and organise their thinking. They learn how to create and express through technology as well as learning how to solve problems and create design solutions, which are important life skills.
Coding involves students using their computational thinking. It requires them to use their thought processes in formulating a problem and expressing the solution.
Generic starting image on the Scratch Jr. app
How does the Scratch Jr. App Work?
Ultimately the app requires students to move and connect coding blocks. They control their characters actions within the designated area. The blocks are organised in colour-coded categories and they can control how many times an event occurs.
There are many different things that can be used, created and done on this app. Numbers, directions and letters can all be used. As a teacher, watching and attempting the tutorials and activities found on the Scratch Jr. website is beneficial in helping your abilities in teaching students how to effectively use this coding app. Help with this can be found at this link: https://www.scratchjr.org/teach.html#activities (flicking through the tabs – activities, curricula and assessment – is very beneficial and provides lots of guidance for great classroom use of the app).
Playing the introductory video on the Scratch Jr. site https://www.youtube.com/watch?v=ciWPaEgscr0&feature=youtu.be teaches students what to do. Have them work through it as the video plays and also give students free time to have a go at using and exploring the app.
Students working collaboratively on the Scratch Jr. app
Scratch Jr. Benefits for Students:
Learn how to solve problems
Learn how to create solutions to problems
Learn how to design their own projects using their own ideas
Get to creatively express themselves – creating their own stories and games
Makes abstract ideas real
Classroom Activity using Scratch Jr.:
The Scratch Jr. App is used with lower primary students (mainly used with 5-7 year olds). It can be used with older students if they have never experienced coding before as an introductory activity. Older students who are experienced with coding can use the full Scratch app or other coding apps such as Hopscotch that are available. Scratch Jr. can be used independently, in partners or in group situations. Students can use their knowledge from Mathematics lessons on directions to program their cat to move in certain ways or their knowledge from English lessons to program the cat to say different letters correctly when it is the appropriate time. Students can swap their Scratch Jr. programs with others (by swapping devices) and complete each others designs.
Book Creator App is an app which can be used on the iPad. It is suitable for most age groups, however once the student is able to create words it is most appropriate. It is used when creating a story or book, and can be printed through the app also.
Subject: Digital Technologies
Year Level: 2-6
Strand: Digital Technologies processes and production skills
Sub Strand: Designing
Develop, communicate and discuss design ideas through describing, drawing, modeling and/or a sequence of steps
Link to the Resource: https://itunes.apple.com/au/app/book-creator-for-ipad-create/id442378070?mt=8
Cross Curriculum Priorities:
Literacy
Numeracy
Information and Communication Technology (ICT) capability
Critical and creative thinking
Links to Other Learning Areas:
English
History
Geography
Science
A Classroom Activity Using This Resource
This recourse can be used during any lesson which requires a book or booklet to be created. Students are able to alter the colour, font and look of their book by using the side bar and following the prompts. In a literacy lesson, students could be creating their own narrative and create it through the Book Creator App on their iPad’s so that it can be printed. Students are able to insert illustrations, or draw them too.
How to use this resource
This resource can be easily downloaded through the App Store on iPads used at the school. Students are able to follow the prompts, or the teacher can connect through the interactive whiteboard for students to follow along also. The app can be used independently or in groups, with little to no teacher modeling, or full teacher control.