Digital Technologies Hub

Put the User in User Interface

Year Level: 5 and 6

Subject: Technologies – Digital Technologies

Strand: Processes and Production Skills

Sub-strand: Digital Implementation

Content Description: Design solutions to a user interface for a digital system (ACTDIP018)

Link to Other Learning Areas: English and Science.

General Capabilities: Critical and Creative Thinking, Ethical Understanding, Personal and Social Capability, Literacy, Numeracy, ICT capability.

Overview: “This learning sequence aims to support understandings of the importance of quality design and design principles in creating an efficient and effective user interface.”

The learning sequence includes the following:

  • Learning hook – video and discussion
  • Learning map and outcomes – create glossary
  • Learning input and construction – Links to Human Interface Design and to videos
  • Learning demo – Activities and worksheets
  • Learning reflection – Activity

Students discuss the elements of both confusing and clear interfaces and share examples. The suggested activities provide opportunities  for students to think critically about the purpose and importance of design using real-world examples. They design and problem solve through engaging activities in The Chocolate Factory – Human Interface Design.  “Students analyse how the doors might work most effectively for a group of users with specific needs.” Catering for specific audiences and needs is a wonderful way to link to General Capabilities – Ethical Understanding and Personal and Social Capability.

 

This video provides a great overview of User Interface Design. It was created for year 7/8 teachers however contains clear and relevant information that would also be meaningful for year 5/6 students.

 

References

Resource and images from: https://www.digitaltechnologieshub.edu.au/primary-teachers/getting-started/put-the-user-in-user-interface
Resource link also available through Scootle: https://www.scootle.edu.au

Blog by Stephanie Joshi

Minecraft and Computational Thinking

Minecraft is interesting from lots of different perspectives. It is a familiar and engaging gaming platform where  kids can spend hours building and modifying virtual worlds. Whilst doing things that they consider to be entertainment they are inadvertently learning key computational thinking skills.
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What is Computational Thinking?

“Computational thinking is a way humans solve problems; it is not trying to get humans to think like computers. Computers are dull and boring; humans are clever and imaginative. We humans make computers exciting. Equipped with computing devices, we use our cleverness to tackle problems we would not dare take on before the age of computing and build systems with functionality limited only by our imaginations; ” Jeanette M Wing

Minecraft happens to be a fantastic sandbox game to explore computational thinking. Minecraft provides a platform in which 21st century literacy skills can be explored and developed to cater for the learning objectives in the Australian Technology Curriculum. Educators have the option to utilise the existing user interface or subscribe to the new and improved Minecraft:Education Edition which makes implementing this amazing learning tool into your existing curriculum as easy as clicking on a mouse.

Using Minecraft as an Educational Tool 

 Read on further to discover how Minecraft can address the four cornerstones of computation thinking and the lesson plans offered in the Minecraft: Education Edition!

Continue reading

Goldieblox: Adventures in Coding- The Rocket Cupcake Co.

Goldieblox: Adventures in Coding- The Rocket Cupcake Co.

GoldiebloxResource: ‘Goldieblox: Adventures In Coding- The Rocket Cupcake Co.’

Availability: A free application only available on Apple products (via app store).

Curriculum Links: Technologies- Digital Technologies – Processes and Production Skills – Digital Implementation and Creating Solutions

Ages: 4+

Year Levels: F-2 and 3-4

Content Descriptors:

Digital Technologies Knowledge and Understanding: (ACTDIK001),
Digital Technologies Processes and Production Skills:  (ACTDIP010)(ACTDIP011)

General Capabilities: Numeracy, ICT Capability, Critical and Creative Thinking, Literacy

Links to other learning areas:

Mathematics
English

About this resource:

By using real coding concepts, players must help Goldie to deliver cupcakes to everyone in Bloxtown. Players use the Cupcake-O-Matic and the Super Speedy Rocket Skateboard, to collect ingredients, make cupcakes, and deliver them to everyone in Bloxtown. Players need to help a character named Ruby Rails control the Rocket Skateboard by tapping in the correct commands to get Goldie through the path from start to finish.

This app has a story-based adventure and is highly aimed at engaging girls, however all children can enjoy and learn from the activities. It’s fun, age appropriate and educational!

This resource:

  • Develops fundamental coding skills.
  • Contains over 20 levels of coding puzzles in Adventure mode.
  • Is entertaining.
  • Allows player to code their own game map by learning to adjust variables.
  • Guides players through the coding process via tutorials and tips which add to the adventure.
  • Has diverse characters.
  • Makes learning easy.
  • Contains videos to extend learning options with inspirational ideas.
  • Develops computational thinking

Computational Thinking:

The app contains problem solving process that includes a number of characteristics and dispositions. As players progress through the levels, they  learn new coding concepts. At first players start off with just moving Goldie up, down, left, and right, which teaches the basics of sequential coding. As players make their way through the game, they have to start accommodating for other variables, such as obstacles in your path, by using the Super Duper Blast-O-Matic Fix-it Ray, and they even have to debug their code when things don’t s work correctly.

  • Mental modeling of program behavior– The player has to imagine where Goldie will be after she executes the commands given, so they know what to do next.
  • Debugging– When something goes wrong, the player has to walk through the commands in their head, watch to see where Goldie does something unexpected, and correct the problem.
  • Variables– Later in the game, the player learns to set a point on the map to which Goldie can jump. Changing this point can help the player make their code more efficient.
  • Tuning– In the Sandbox, the player tunes multiple variables and sees the affect it has on procedural generation of maps…just like game designer!
  • Clean Code – The player is rewarded for being clean and efficient in their code.

Using this resource in the classroom:

  • As an introduction activity to computational thinking and digital technologies.
  • Individual iPad use or on the IWB as a group.
  • Setting tasks and levels to reach.
  • Class discussions about the process they used to make the Goldie character move. (Reflections could be written)
  • Those students that finish tasks early in digital technology lessons could work on it as it has relevance.
  • Students could interact and help each other to challenge their thinking.
  • It could be used in rotations. Handy for limited i Pads and other students could be doing other tasks on the computer and swap etc….
  • Could be used as an option to do at home and share at school.

Snapshots:

ScreenshotsCup Cake-co

 

 

A gold

 

 

 

 

 

Preview: 

 

References:

Australian Curriculum, Assessment and Reporting Authority (2016). Taken from website:http://www.australiancurriculum.edu.au/

Goldieblox taken from website:

http://www.goldieblox.com/pages/adventuresincodingrocketcupcakeapp

Binary Bonanza – Technologies Curriculum Resource

Binary Bonanza

Binary Bonanza Instructions

Subject: TECHNOLOGIES – Digital Technologies

Year Level: 6 (Can be used for younger years)

Strand: Knowledge and Understanding

Sub strand: Representation of Data

Link to the resource: http://games.penjee.com/binary-bonanza/

Cross curriculum priorities and general capabilities

ICT, Numeracy, Critical and Creative Thinking

Links to other learning areas

Mathematics, Science

A classroom activity using this resource

This resource can be used in the classroom to help students understand how to represent numbers using 1’s and 0’s. It is a great resource to use during a lesson as a practice and consolidation exercise. With no time limit students do not need to be well versed at calculating numbers using binary, thus students as any level are able to use this resource in the classroom.    Binary Bonanza Level One Playing

How to use this resource

This resource is an online game and should be treated as such. This should not constitute a whole lesson on binary but instead be a supporting material meant for practice and consolidation.
Instructions for specific use details are included within the resource itself.

 

Spheros

Spheros

sphero

Subject: Digital Technologies

Year Level: 3 – 4

Strand: Process and Production Skills

Sub-strand: Specifications, algorithms and implementation.

4.5 Define simple problems, and follow and describe the algorithms (sequence of steps and decisions) needed to solve them

Link to Resources:

Cross Curriculum Priorities:

  •  Aboriginal and Torres Strait Islander histories and culture.
  • Asia and Australia’s engagement with Asia.
  • Sustainability

General Capabilities:

  • Literacy
  • Numeracy
  • Information and Communication Technology capabilities (ICT)
  • Critical and Creative Thinking

Links to other learning areas:

  • Mathematics
  • English
  • Science
  • The Arts

An Overview of the Sphero:

The Sphero is a small robot which is shaped as the name suggests, like a sphere. The Sphero lets student’s program movement, change colours and location awareness all from the touch of an iPhone, iPad or android, when connected to bluetooth. This robotic device is the first of its kind.  Its smooth rounded exterior allows the robot to move at a fast pace across a variety of different surface types, including through water.

Students are able to use the device freely, controlling the speed, the distance travelled and the direction travelled by using programs designed for both iPad, iPhone and android use. Some of the programs available are: Sphero Macrolab and Sphero by Orbotix.

As well as being able to use the device freely, the Sphero can be used to program and code a specific algorithm created by the students through the use of direction and timing with a series of commands such as: move forwards, backwards, turn 90-degrees to the right or left and stop after 5 seconds. This digital technology offers students the opportunity to think critically, solve problems and develop the ability to code.

Implementing the technology in the classroom: 

For this classroom activity, student will be required to have at least one iPad between 3-4 people.

  • Students are to map out a simple course using masking tape in small groups. The courses can be used  to learn about the concepts of angles and distance in the learning area of mathematics.
  • Once the course has been mapped, another group must program their Sphero to follow the course correctly.

As students become more confident in their ability to code the robotics, the courses can be made more complex, allowing students to work with more complex coding problems.

Code Avengers – A fun and easy way to teach kids to code.

pic 1Code Avengers

Resource: Code Avengers

Link: https://www.codeavengers.com

Subject: Digital Technologies – Knowledge and Understanding

Year level: 5 and up

Sub Strands: Digital Systems & Representation of data

Content descriptors:

  • Data is represented using codes (ACTDIK015)
  • Digital systems have components with basic functions that may connect together to form networks which transmit data (ACTDIK014)

 

General capabilities:

  • Numeracy
  • Literacy
  • Information and Communication Technology (ICT) capability
  • Critical and creative thinking

 

Links to other learning areas:

  • English
  • The Arts
  • Science

 

About this resource

This resource teaches beginners/ primary school students how to code allowing them to create their own game and websites. This program provides step by step tutorials and videos to show students how to write code and what parts of the code do and mean. Lessons are constructed to be interactive, these lessons include practical codes they use for their own game or website development. This resource has many levels which get progressively harder as you make your way through the program. Throughout the lesson questions/ tasks pop up, if you get this right you proceed to the next step if you get it wrong you get a hint and another attempt, after your second attempt the answer becomes available for viewing. There is a teacher module that allows teachers to use this program with their students and monitor their progress. Badges are also given out when completing a course, it is not the primary driving force but it does add a bit of excitement and incentive for the students engaging in the program.

Using Code Avenger in the classroom is simple as the activities available work in a sequential way so you start with the beginner’s activity and progress through the lessons. Lesson plans are available on the purchase of this program.

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An annual school licence is $25 Australian dollars per child.

 

Features:

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These are the various coding programs that are avaiable to chose from.

 

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This is what you see when viewing students results, however the ones you see in a classroom will show the progress, this is an empty template.
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The above picture shows the video that appears walking you through the skill/ process they want to to attempt, behind this tab there is the screen where you try comeplete this action on you own.
pic 7

When you complete a task/ action correctly the above image will pop up allowing you to progress.

 

pic 8

If you incorrectly attempt the task/ action this will popup allowing you to try it once more before allowing you to view the answer.

 

Book Creator® app for iPad

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Subject:  Technologies

Strand: Digital Technologies

Year Level: 2 – 6

Platforms: iPad

Description: Book Creator by Red Jumper is a fantastic and easy way to create and publish wonderful ebooks from your iPad. Book Creator allows students to create and publish a variety of books including story books, journals, photo books, text books, comic books, children’s picture books and many more. The app is highly engaging and allows students across all year levels to publish work they have produced in any subject area such as English, Science, HASS and The Arts. Students can work individually or collaboratively in small groups to create different types of books. The app can even be used to produce a teacher led whole class project/unit of work. By publishing their work into different book styles, students are able to share their books as digital resources with other students in their class and throughout the school. They are even able to publish their books to the iBooks Store!

**Winner of a Parents’ Choice Gold Award  **THE No.1 Book app for the iPad in 80 countries **Voted Best Educational App in the 2015 BETT Awards.

Features: The app has a huge variety of features that are appropriate for all ages and provide students with the opportunity to produce books to a high standard. Features include: Over 50 font options, upload photos and images from the web, iPad or iPad camera, add music, video and voice recording (narration), choose from a variety of book sizes and layouts, page turning animations, background music, built in dictionary and bookmarks.

How to / Resource Links:

Book Creator® for iPad – Introduction:

  • Tutorial – Creating a book using Book Creator:

  • Creating a Comic Book – example:

Learning Area Structure (Year 2 – 6): 

Knowledge and Understanding

  • Digital systems
    • the components of digital systems: hardware, software and networks and their use

    Representation of data

    • how data are represented and structured symbolically

Processes and Production Skills

  • Collecting, managing and analysing data. Creating digital solutions by:
    • investigating and defining
    • generating and designing
    • producing and implementing
    • evaluating
    • collaborating and managing

Sub-strands and Content Descriptors (From Year 2 – 6):  http://www.australiancurriculum.edu.au/technologies/digital-technologies/curriculum/f-10?layout=1

References:

Book Creator®. (2016). Retrieved from http://www.redjumper.net/bookcreator/

Book Creator® Videos. (2016). Retrieved from https://www.youtube.com/user/bookcreatorapp/videos

Technologies Curriculum Learning Area Structure. (2016). Retrieved from Australian Curriculum, Assessment and Reporting Authority website: http://www.australiancurriculum.edu.au/technologies/structure

Find App Here:

Apple iTunes Store: https://itunes.apple.com/au/app/book-creator-for-ipad-create/id442378070?mt=8

Brain Pop

brainpop

‘BrainPop’ (https://educators.brainpop.com/)can be used within a classroom or at home utilizing mobile devices or PC’s.
Brainpop engages students through animated movies, games, quizzes, concept maps and actives. They also include BrainPop ESL for students whose speak English as a second language.

BrainPop has a variety of free resources to try, however if you would like to gain more from this site, you will have to subscribe and pay a fee. I have only used the free videos and quizzes within my classroom and feel they fulfill what is required to direct my students with their learning.

As BrainPop is mostly American, it does not relate to all of Australia’s Educational or ACARA’s needs. You have to decide at the time if the information or learning activity suites your students’ needs within the classroom.

BrainPop can be used for individual, group or whole class learning, the site has an interesting Science and Math’s section, which can relate to the Australian curriculum.

I find the videos content interesting and direct, demonstrating relevant information for a particular subject. I even discovered free information for ‘blogging’ https://www.brainpop.com/english/writing/blogs/, which could help us teachers understand what weblogs are and why they are needed in today’s busy world.

BrainPop incorporates most learning areas:

  • English
  • maths
  • science
  • art
  • health
  • engineering
  • technology.
  • BrainPop uses interesting characters within their  videos that can introduce new topics and break down complex ideas. BrainPop Educators can help with lesson planning, video tutorials and organizers. It also has its own blog, so you can obtain more educative material and information using educator workshops  to keep on top of all the new advances in technology.

Tours:

Educator tour: https://educators.brainpop.com/video/brainpop-educators-tour/

Brainpop junior tour:https://educators.brainpop.com/video/brainpop-jr-screencast/

ESL tour: https://esl.brainpop.com/support/tour/

 

 

Brainpop. (2016). BrainPOP. Retrieved January 9, 2016, from https://www.brainpop.com/

Sumdog – Educating by Engaging

Sumdog – Educating by Engaging


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sumdog-logo Image 1 Image 2

Year Level: F-8

Learning Areas: Technologies, Mathematics and English

Strands:

  • Digital Technologies
  • Number and Algebra
  • Measurement and Geometry
  • Statistics and Probability
  • Literature
  • Literacy

Sub Strands:

  • Digital Technologies Knowledge and Understanding
  • Number and Place Value
  • Using Units of Measurement
  • Chance
  • Data Representation and Interpretation
  • Literature and Context
  • Responding to Literature
  • Examining Literature
  • Texts in Contexts
  • Creating Texts
  • Interpreting, Analysing, Evaluating

Description:
Sumdog is a website that uses educational games to motivate your students in maths, reading and writing. It’s adaptive learning engine monitors and guides them as they work.

Sumdog’s powerful skill browser makes it easy to refine the teacher’s choice, show the curriculum correlations and filter the list by topic or domain. When students master skills, Sumdog rewards them: they earn pets, and their pets learn tricks.

Progress Hub™ is Sumdog’s unique learning engine. It gets to know each student, leading them through the standards, and reports their progress to their teachers. Progress Hub’s skills are aligned to the Australian National Curriculum and broken into manageable steps. As students play, Progress Hub™ learns about each one individually. If students are subscribed, teachers can run detailed proficiency charts showing their growth against the curriculum.

Sumdog is unusual, in that students can practice any skill with any game. While students choose what they play, teachers retain control over their learning. It’s great for motivation: when students move on to a new skill, they can still use their favorite game to work on it.

Features:

  • Cross curricular (Technologies, Mathematics and English)
  • Australian Curriculum aligned
  • Improvement rewards
  • Progress reports
  • Free of charge
  • Engaging games
  • iPad and Android compatible
  • Hold school contests
  • Designed for students aged 4 to 13
  • Adaptive and unique learning engine

Link:
http://www.sumdog.com/

Below are other resources that use educational games to motivate students into improving their Maths and English skills.

Rainforest Maths
Year Level: F-12
Description:
Rainforest Maths is a suite of interactive maths activities, covering the outcomes for each year level and state in Australia. It is useful for preparing students for various state and national testing programs.
Link:
www.rainforestmaths.com

Reading Eggs
Year Level: F-8
Description:
ABC Reading Eggs makes learning to read interesting and engaging for students, with great online reading games and activities. The students love the games, songs, golden eggs and other rewards which, along with feeling proud of their reading, really motivate them to keep exploring and learning.
Link:
http://readingeggs.com.au/

Mathletics
Year Level: F-12
Description:
Mathletics is the next generation in learning, helping students enjoy maths and improve their results. It’s fun, supportive, and effective for students of all ages and abilities. Mathletics covers the Australian Curriculum from Kindergarten to Year 12.
Link:
www.mathletics.com.au

 

 

 

Stencyl

Stencyl

stencyl bg tour-1

Name: Stencyl

Subject: Digital Technologies- computational and systems thinking

Year Level: 4-7

Resource Link: http://www.stencyl.com

Description:

Stencyl is a game creation software, designed to enable students to plan and create their own game design using a simplistic tool set. The drop and drag feature is a commonly used technique which the students will be familiar with using. Their personal game designs can be easily published on common devices, such as iPads, smartphones, mac and windows computers and others, and then once published and completed can be played from these devices anywhere, anytime.

The program, whilst inclusive of design and planning skills, does not require coding skills or lessons for the students to be able to master the creation process. The clear layout and simplified tools available allow the students to focus on the creative aspect of the design and work on their planning, organisation and development skills. However, the software also gives the user the opportunity to write their own code, should they choose.

This software provides real-world application and teaching points as it demonstrates the ability to make money from these games through embedded ads and sponsorships etc. and provides a unique foundation for the exploration of the digital marketplace. Similarly, games created using this software have been awarded top places of gaming charts in iTunes and the like. This gives the students a varied aspect of reality and demonstrates the purpose and goals behind what they might originally deem ‘just a game’.

SCASA Links:

Strand- Knowledge and Understanding

Sub- Digital Systems

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

  • Numeracy
  • Information and Communication Technology (ICT) capability
  • Critical and creative thinking

Strand- Processes and Production Skills

Sub– Digital Implementation

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

  • Literacy
  • Numeracy
  • Information and Communication Technology (ICT) capability
  • Critical and creative thinking
 General Capabilities in ICT:
Students develop an understanding of the characteristics of data, digital systems, audiences, procedures and computational thinking. They apply this when they investigate, communicate and create digital solutions. Students learn to formulate problems, logically organise and analyse data and represent them in abstract forms.
Links to Other Learning Areas:
Numeracy
Geography
Science
Physical Education