Coding Basics and Commands – An Inside Look at Cargo-Bot – JOSH GARDINER

Subject: Digital Technologies

Year Level: 6

Strand: Processes and Production Skills

Sub Strand: Digital Implementation

Content Descriptor: Implement and use simple visual programming environments that include branching (decisions), iteration (repetition) and user input (ACTDIP020)

Link to the Resource:

https://twolivesleft.com/CargoBot/

 

Cross Curriculum Priorities and General Capabilities:

  • Literacy
  • Numeracy
  • Information and Communication Technology (ICT)
  • Critical and Creative Thinking (CCT)
  • Personal and Social Capability (PSC)

Links to Other Learning Areas:

  • English
  • Mathematics
  • Science

A Classroom Activity Using this Resource:

Cargo-Bot is a fantastic tool to introduce your students to coding through everyone’s favourite form of gambling; the claw machine. That machine that always look so easy to play, so easy to win, how could you possibly lose?

Claw machines aside; Cargo-Bot is an intuitive piece of software that sees your students applying simple movement commands in a sequence to reach a target or end goal. This follows the simple path of what coding is. A list of commands that will result in a specific outcome.

This piece of software introduces students to these basic concepts. They have to apply certain understandings to reach the end goal.

The students can explore and interact with the software in a safe environment as it provides a visual learning experience; you can see what commands are being performed and you can adjust where needed to complete the correct series of commands.

How to Use this Resource:

  • Cargo-Bot is exclusive to Apple iPad formats.
  • Once you have downloaded the app.
  • Launch the app on your device.
  • The software follows a progressive system in that it the levels start of simple and become more complex as your progress through the levels.
  • You can monitor your progress and improve on your previous scores by achieving efficient commands.
  • Play in collaboration with others or individually to reinforce specific skills.

 

By Josh Gardiner

Pre-service Teacher

Edith Cowan University

Perth, Western Australia.

Clever Keyboard: Free ABC Learning Game for Kids

Clever Keyboard: Free ABC Learning Game for Kids

iTunes Application: Clever Keyboard: Free ABC Learning Game for Kids

Subject: Digital Technologies

Year Level: F-2

Strand: Digital Technologies knowledge and understanding

Sub-strand: Digital Systems

General capabilities

  • Literacy
  • ICT capabilities
  • Personal and Social capabilities

Links to other learning areas

  • English

What is Clever Keyboard?

This keyboard application allows students to master how to use a keyboard. The application is a resource that is a teaching and training tool that allows students to engage in a variety of typing games. This application provides the base of learning keyboard skills and is an interactive way of students learning keyboard skills.  Students will learn where to place their fingers, understand key location and increase their speed and confidence on a keyboard. The application uses cheerful cartoon characters and a step-by-step process. It starts at a basic level however the students can progress through levels which allow them to increase their skills.

 

Night Zoo Keeper

Title – Night Zoo Keeper1

Year Level – 1-6

Subject – Design and Technology

Strand – Processes and Production Skills

Sub strand – Designing

Develop, communicate and discuss design ideas through describing, drawing, modelling and/or a sequence of steps

General Capabilities

  • Literacy
  • ICT
  • Creative and critical thinking

Link to Resource

https://www.nightzookeeper.com/

 

 

What is it?

This resource is a digital learning tool which provides students with a fun and engaging way to get involved in creative writing. Students are given the chance to design and create their own magical creatures whilst also drawing, reading and writing their own stories.

How to use it

Schools can purchase this resource for one or more classes in the school which becomes manageable by each classroom teacher. Logins are then provided and access from school and home is available. A range of writing tasks and activities are then provided to teachers for various year levels.  Students are engaged as they complete their writing exercises to design more and more unusual and exciting creatures for their zoo. As students progress through these tasks set by their teacher they unlock various chapters of the game. Every participating individual has the opportunity to have their written work featured in the “Night Times” where other schools have access to reading what they have written. A range of competitions are also provided for students to compete in regularly.

Skills Developed

This resource encourages students to use their imagination while also assisting students to develop their creativity and literacy skills.download

  • Inspires creative writing
  • Encourages digital drawing skills
  • Motivates young reader, writers
  • Wonderful resource for teachers to both motivate and assess in line with the curriculum

Teaching coding for dummies with A.L.E.X

alex

A.L.E.X is an app designed to give children experience with coding in an appealing format. Students guide a robot named Alex through increasingly harder levels to get to his transporter and escape. The aim is to think logically about the simplest series of commands that you can give Alex to move him successfully through his escape route.

 

Year level: 3 – 6

Subject: technologies

Strand: digital technologies processes and production skills.

Sub-strand: digital implementation.

 

Link to the Resource:

Google Play Store: https://play.google.com/store/apps/details?id=com.AwesomeApps.Alex

Educational App Store: http://www.educationalappstore.com/app/a-l-e-x

Apple app store:  https://itunes.apple.com/au/app/a.l.e.x./id597040772?mt=8

 

In the Classroom:     Years 3 – 4 could use this program as an introduction to coding.
Use sequenced steps (algorithms), including steps with decisions made by the user (branching). (ACTDIP011)


Years 5 – 6 could use this for an introduction to coding and then scaffold into a design scenario.
Implement and use simple visual programming environments that include branching (decisions), iteration (repetition) and user input. (ACTDIP020)

 screen shot alex

How to use this Resource: Available as a free app for Apple products and on the Google play store for all android devices. Have students start at level 1 and work through each level sequentially, as they gradually get more difficult. Students can work at their own pace and will benefitfrom having a few failed attempts to problem solve their way through the levels. Resist the temptation to give assistance as this is one exercise where the brain struggle of breaking something difficult into smaller steps, replicating patterns and following the visual effect of the written command will develop computational thinking. Instead, offer suggestions to try when it is not working have these strategies clearly visible for the class to follow. This program could also be used in small group settings. The game is saved as you go, so there is no time restrictions on lessons. You could have students use 5 minutes productively or devote a few 40 minute lessons to it.

 

General use:  Extension year 1 and 2 students could use this program to extend them beyond the curriculum for their year level. Capable students would enjoy and benefit from the puzzle game style while developing sequencing and logic thinking skills.

 

Links to other learning areas:

Literacy:

  • Write the directions for Alex in text form: finding words that represent the symbols. Identify the features of online texts that enhance navigation. (ACELA1790) Year 3.
    Year 4 uses (ACELA1793)
  • Write a back story to explain a setting and reason for his need to escape. Create literary texts using realistic and fantasy settings and characters that draw on the worlds represented in texts that students have experienced. (ACELT1612) year 5

 

General Capabilities: numeracy, ICT, personal capacity and critical capability.

 

Benefits: Thinking skills which include: computational, sequencing, critical, logic, quantitative, patterns and problem solving.

 

Move the turtle- Programming for kids

Move the turtle- Programming for kids

move the turtle logoResource:

Move the Turtle – Programming for kids

 

Year Level:

Year 5+

 

Strand: 

Digital Technologies

Sub strand:

Digital Implementation

Implement and use simple programming environments that include branching (decisions) and iteration (repetition)(ACTDIP020)

 

Link:

http://movetheturtle.com

Cross Curricular Priorities:

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

Links to other learning areas:

  • Mathematics
  • ICT

 

What is ‘Move the Turtle’?

  • ‘Move the Turtle’ is an educational programming application (app) for children aged from 9+. It is suitable for any Apple products (I pad, I phone, I pod).  The app is an introduction to coding through a colourful interactive styled game. Through this app, students learn the basic concepts of computer programming (coding) through repetition, following, creating and applying directions to the character (turtle). The game allows students to be independent by making their own decisions to allocate sequenced directions, as well as providing instructions/steps to guide the student through levels of difficulty to challenge academic abilities. Through progression of this game students build up their coding skills and computational thinking by creating pathways for the character to travel. Following on from this, stronger students are able to create their own programs from scratch as well as view pre-written programs. Students choose an account for themselves and then work through a series of chapters that increase with difficulty. Students firstly read the provided instructions and then complete the task requested for moving the character (turtle) . Students then click through a series of button’s to allocate commands to the character to complete levels; tap “Play” to implement a command, and the game will indicate the success of the move.

A classroom activity using this resource:

  • This app is an interactive and challenging way to involve students to use digital technologies to enhance their Mathematical learning experiences. This app can be used to assist with the teaching of Geometry including sequencing of steps, directional language and shapes. The game involves students critically thinking through digital creation. Using this app can encourage students to engage in Geometry lessons by allowing them to use multi modal ways of learning, experimenting with online technologies. The idea behind the game is to make Technology and more so Math not so daunting. Students are able to use and apply new technology skills through learning the basic concepts of computer programming (coding) to practice mathematical concepts whilst understanding the role of mathematics and having the dispositions and capacities to use mathematical knowledge and skills in every day experiences. Starting off with simpler activity commands such as how to draw a line or box, moving on to incorporating graphics and noises. Students then follow step-by-step written directions and apply technology based skills to create digital content. After  classroom discussions and whole class visual examples based on movement and directionality such as following maps and locating co-ordinates, students can then explore through technology based resources (I pad’s) how to design a set of instructions and follow through to see successful character movements.
  • Older students can use this app as a foundation activity to refresh their coding and programming skills before creating their own programs using the software. As the levels/chapters progress through the game the activities begin to get more complex and this is where differentiation plays a vital key. For younger students there will always be harder/higher levels to achieve with teacher guidance and for the older students they will be able to work on this app more independently after practice and consolidation with movement of concrete materials. This app would support a lesson that has previously been hands-on explored regarding movement and directionality. Providing students with a real life experience accompanied with a technological experience allows the student to gain a deeper level of authentic learning.
  • Students can set up this resource themselves simply by connecting to the school’s WIFI and then downloading the app.

How to use this resource

  • By accessing the Itune’s App store the ‘Move the Turtle’ app is available for a low price of $2.99. This cost is per device and once purchased will remain on the device for as long as needed until deleted.
  • When you download the app you will have the option to set up your own username account. Once you have input the details you will be able to begin coding and progress through the levels . When you exit the game your position will be saved from the current level you have achieved. You can replay levels as many times as you like for repetition and consolidation but new levels must be achieved through reaching high scores. Students are not required to provide personal details to use this app such as their surname, postal and email address or phone numbers. Teachers and students set up their own accounts and all progress is saved before each log out.
  • Demonstrate this app to your students using a class T.V/projector before they work independently.
  • Let the students independently work through the levels providing assistance when required.

Reference:

School Curriculum and Standards Authority, Government of Western Australia, 2014

 

ScratchJr

ScratchJr

sj1

Resource: ‘ScratchJr’

Availability: As a free app on both Apple and Android products via the App Store, Google Play, Chrome Web Store and Amazon. The app is available in both English and Spanish.

 

 

Curriculum Links:

Digital Technologies – Knowledge and Understanding – Digital Systems

Digital Technologies – Processes and Production Skills – Digital Implementation/Creating Solutions

Year Levels: PP-3

Content Descriptors: (ACTDIK001), (ACTDIP003), (ACTDIP011)

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

About this resource:

Coding is the new literacy! With ScratchJr, young children (ages 5-7) can program their own interactive stories and games. In the process, they learn to solve problems, design projects, and express themselves creatively on the computer” (ScratchJr, 2016).

This app allows Junior Primary students to engage with coding for the first time in a fun, engaging and safe way. The app involves the user creating a customised project, including the coding of character movement. Users are required to make decisions regarding the title, background, theme and characters of their project. They can then use simple coding to make characters move, shrink, grow, speak and hop. The coding is done using a simple progression of coloured tiles, each representing a movement or action for the character to complete.

This app can be used at a base level, purely to get students to understand how to create ordered steps to produce an outcome. This would be done in lower years with high levels of scaffolding and teacher/EA involvement. ScratchJr allows for progression by getting users to creating a whole project independently, designing and implementing more advances algorithms with various steps.

Computational Thinking: ScratchJr requires users to interpret patterns, as well as designing and implementing algorithms. Students experience basic coding, by designing a series of processes. They program a digital device to process data through a series of ordered steps. Users combine simple tasks to produce a more complex outcome.

Preview:

Snapshots:

sc2 sc3

Links:

https://www.scratchjr.org/

https://itunes.apple.com/au/app/scratchjr/id895485086?mt=8

https://play.google.com/store/apps/details?id=org.scratchjr.android&hl=en

Kodable – The Hard Work is Done

Year 3kodable

Subject – Digital Technologies: Processes and Production skills

Sub strand – Digital Implementation

Content Descriptors

Define simple problems, and describe and follow a sequence of steps and decisions (algorithms) needed to solve them ACTDIP010

Use visually represented sequenced steps (algorithms), including steps with decisions made by the user (branching) ACTDIP011

General Capabilities

  • Literacy
  • ICT
  • Critical and creative thinking

Kodable is an app that is linked to a computer science curriculum aimed at years K – 5.  According to the developers it will develop problem solving skills, higher level thinking, collaboration, communication skills and critical thinking. There are a range of ‘grab and go’ lessons you can use. Students will learn components of coding in a fun, engaging way and learn to love computer science. They will sequence steps designed to achieve a desired outcome, learn the purpose of and how to use looping and will also have opportunities to practice ‘if-then’ commands (branching).

How you can use it in the classroom

  • You will need to download the iPad app.
  • You can use your imagination to create lessons that link to your curriculum
  • Use the ready made lesson plans provided FREE with the program

Here is an idea for year 3.

Students open the app and draw the Kodable path that is given onto paper. Then have students write a series of commands (the algorithm) that will get the Kodable to the final destination. Once they have done this they can test their code on the program. This idea has been adapted from Australian Curriculum Lessons (J Villis)

iMotion

Screen Shot 2016-01-09 at 3.40.24 pm

Subject: Digital Technologies

Year Level: 5

Year 5 Syllabus: Students further develop understanding and skills in computational thinking, they have opportunities to create a range of solutions, such as games and interactive stories and animations that involve branching (choice of options).   When creating solutions, students identify appropriate data and requirements.  They develop skills to write clear algorithms by identifying repetition and incorporate repeat instructions or structures when implementing their solutions.

Strand:Processes and Production Skills

Substrand: Digital Implementation

Link to resource: https://itunes.apple.com/au/app/imotion-hd/id421365625?mt=8&ign-mpt=uo%3D4

Screen Shot 2016-01-09 at 3.40.39 pm

Other Curriculum Links: Information and Communication Technology (ICT) capabilities and Creative Thinking.

Link to other Subjects: Literacy, Numeracy.

Activity in the Classroom: Clay motion

Clay motion is an engaging method to integrate technologies and concepts of computational  thinking into the classroom.  Give the students a topic for their project, it could be a cross-curriculum priority eg. Sustainability, Australians engagement with Asia or Aboriginal and Torres Strait Islander Histories and culture.

Students are required to create a storyboard for either an animated story, instructional video or trailer for movie.  Students consider their background setting, lighting, how they are going to keep the camera still, filming of each scene and the sound effects.

All these things need to be edited and arranged on the iMotion application.  Students then use clay to create their characters and create movements in their videos.  Each still shot they take will be placed in sequence to create the movement of the clay. Students need to think about how to make the movement realistic by transforming the clay ever so slightly each time a new shot is taken.  After taking all photos the students must create a time-laps video to show the movement.  Students use and create sound effects, still images, music and other editorial skills on the iMotion application to finalise and complete the movie.

How to use this resource:

-Download iMotion onto iPad

-Create new movie

-The Start button means you are ready to start your new movie

-When you press the start button the camera will open to finish capturing the scene press pause.

-The display button will adjust the camera’s lighting, frame etc.

-When you have finished each scene you are able to edit your video by adding sound, changing the light, adding a photo or taking out photos.

-To export the movie when finalised press the export button.  This allows you to share your movie via youtube, email, iTunes, Facebook etc.

iDiary for kids – IPAD App

 

iDiary for Kids

idiary

Device required: iPad
Price: $1.99 (App Store)
Created by Tiptap
Category: Education

#This program can not be used in the classroom if schools do not have access to iPads

Strand: Digital Technologies

Sub strands: Digital Systems, Representations of Data, Creating solutions by- Designing

Cross Curriculum: Literacy and reading, Critical and creative thinking (CCT), Information and Communication Technology (ICT)

Year Level: Advised  use,  year 1 and up.

Learning: iDiary for Kids is a inspirational experience in creating their own journal to express themselves, they are building storytelling skills and learning how to self-reflect using different forms of expression via digital technology.Using this creativity to make a daily photo, drawing and text scrap book of their day. It also enables them to create their own address book, developing the concept of keeping their contacts organised.

This APP requires initial guidance from a parent, caregiver, or teacher to demonstrate how to back up their diaries and use password protection. However, what a child may or may not want to share with others via email, or what may be considered inappropriate words or images to share will have to come from parents and teachers because that’s not offered with this APP.

idiary2

 

 

 

Language and Reading: Spelling, storytelling and writing.

Skills: Creativity and creating new idea and content.

Emotional Development: To become self aware.

Communication: To convey messages efficiently and create multiple forma of expression.

Using of iDiary: Most children who have been exposed to or used an iPad or a touch screen devise are able to use this system without any issues or direction. Most children are familiar with the concepts of a paper journal, scrapbook and address book.

app
App store link: https://itunes.apple.com/us/app/idiary-for-kids-journaling/id424283623?mt=8

Tiptap website link: http://www.tipitap.com/our-product.html

Augmented Reality

 Aurasma is a revolutionary Augmentation Reality (AR) app. AR technology combines advanced  image and pattern  recognition to merge the real-world with rich interactive content called “Auras”. All you need to make the magical AR come to life is an Aurasma account, an Android or iOS device and a little imagination.

Screen Shot 2015-08-10 at 4.35.52 am

http://www.aurasma.com/#/whats-your-aura

Links to Australian Curriculum

Digital Technologies processes and production skills

Strand: Collaborating and managing
Foundation to Year 2
Work with others to create and organise ideas and information using information systems, and share these with known people in safe online environments (ACTDIP006)
Years 3 and 4
Work with others to plan the creation and communication of ideas and information safely, applying agreed ethical and social protocols (ACTDIP013)
Years 5 and 6
Manage the creation and communication of ideas and information including online collaborative projects, applying agreed ethical, social and technical protocols (ACTDIP022)

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