Enter Book Creator

Book Creator  

Year Level – 1-6

Source – iPad Application

About

This intuitive and easy to learn app lets children (and adults) get into creating content to match the real world style that they are aiming for.  Its title may say ‘Books’ but really any type of written production could be output from it.  Text can be manipulated into headlines for newspaper articles; diagrams can be stacked, overlaid and adjusted to create diagram rich how-to guides.
The app is not a fully featured desk top publishing solution and nor should it be.  The developers of Book Creator have carefully distilled down the most essential parts of layout software to make an app that can be mastered in just a short amount of time, allowing content creation to come to the fore, rather than the learning of the software.   Should there be any difficulties, this is an app with a very well realised supporting website that answered every question that I had.
I was able to use Book Creator during my ATP for a year 1 class during procedure writing. After 15 minutes of direct instructions, all students were able to navigate their way through all features within the application.

Strands: Digital Technologies

Sub strand:

General Capabilities: Develop, communicate and discuss design ideas through describing, drawing, modeling and/or a sequence of steps

Literacy – the students need to be able to effectively put titles, labels etc on the graph

Information and Communication Technology(ICT) – students will be using ICT to complete their interactive book.

Integrated Learning Opportunities:

English, Mathematics, Geography, PE, Science

Cost: free with limited features

Link: https://bookcreator.com/

Regards,
John Greenham
Spelling City

Spelling City

Spelling City

Subject: Digital Technologies

Year Level: Foundation – Year 12

Strand: Digital Technologies processes and production skills

Sub-strand: Using digital systems

Resource link: https://www.spellingcity.com/

Cross curriculum priorities and general capabilities:

  • Literacy
  • ICT
  • Critical and creative thinking

Links to other learning areas:

  • English
  • Mathematics
  • HASS

What is Spelling City?

Spelling City develops students’ vocabulary, spelling and writing skills. It provides spelling and vocabulary word lists that incorporate interactive games and activities that support vocabulary and word study instruction. Schools are able to use the resource for free or can upgrade to a premium membership which allows them access to more features. Teachers are able to set word lists for individual students or for a whole class. The games and activities offer differentiated instruction so that students can learn their words in an interesting matter. The program also allows students to sit an online test which then sends the results to the teacher to assess their learning. Spelling City can be accessed on an iPad or a computer so is easily accessible for all.

Edison Robot

Edison Robot

Subject: Digital Technologies

Year Level: F-6

Strand: Both Digital Technologies processes and production skills and Design and Technologies

Sub strand: The Edison Robots can be used across all ages and many strands and sub strands of the Western Australian Curriculum.

Link to the resource:

http:// meetedison.com

https://www.mindmeister.com/823700803#

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:

Science, Mathematics, English, The Arts

Interesting information about this resource:

Western Australia’s Scitech hold inexpensive Professional Learning workshops throughout the year which enable teachers to upskill themselves not only on the technology supplied by the Department of Education in the new technology kits but also more (ie Beebots, Dash and Dot robots, Edison robots, Makey Makey kits, Sphero robots, Hummingbird robotics kits, mBots, Lego EV3, LittleBits). Scitech workshops are often recognised by the Teachers Registration Board of WA as professional learning hours.

Qualified staff from Scitech will also attend schools and run incursions introducing the Edison Robots to the students and teaching them the basics.

Edison Robots have wheel encoders which allow Edison to travel specific distances at exact speeds. Edison is able to  turn to specific angles (using EdPyApp.com) and drive straight. It has a clutch in each gear box that prevents damage to the gears if the wheels are forced around. It has long range obstacle detection and a clap sensor. Edison comes with graphical programming software (EdWare) and newer software is often realised to complement EdWare ie EdPy – a free Python based programming environment for Edison which is designed to introduce students to a written programming language.

Other features of the Edison Robots are:

  • FREE robotics lesson plans
  • FREE robotics activity mat
  • FREE EdBooks
  • LEGO® compatible
  • Easy to use – suitable for all ages

A classroom activity using this resource:
Introducing the Edison Robots into the lower primary classes as a “toy” not only gains the students’ interest but it also enables the teacher to use computational language within the classroom in a less intimidating game situation.      

In small groups the teacher can guide the students to design a bulldozer using Lego pieces attached to the Edison Robot. Once designed and built they can then use the programming software (with the help of the teacher) to instruct the bulldozer to move extra Lego pieces from one area to another. Ideas are only limited by the imagination, you can even program it to do a drawing by attaching a pencil!

How to use this resource:

The Edison Robot can be purchased through https://meetedison.com, this site is also where information on using this resource is found.

The programming can be done using numerous free software applications and is easy to do due to the drag and drop graphical icons.

The robots are able to be updated with the free firmware updates that will fix bugs or add new functionality.

Kahoot

Subject: Digital Technologies

Year level: Years 1 – 6

Strand: Digital Technologies processes and production skills

Years 1- 2: Digital Technologies Processes and Production Skills

Share and publish information in a safe online environment, with known people (ACTDIP006)

Years 3-4: Digital Technologies Processes and Production Skills

Work independently, or collaboratively when required, create and communicate ideas and information safely (ACTDIP013)

Years 5-6:Digital Technologies Processes and Production Skills

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

Link to the resource: https://getkahoot.com/

Cross-curriculum priorities and general capabilities:

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

Links to other learning areas:

Kahoot can be incorporated in all learning areas including; Literacy, Mathematics, Health and Physical Education, Society and Environment, Religion and Science.

A classroom activity using this resource:

Kahoot! can quickly become a go-to for teachers looking for an engaging way to run checks for understanding, act as an assessment tool or act as a concluding lesson activity. This engaging, motivating and interactive resource allows students’ to develop their computational and critical thinking by analysing and organising data. This resource allows students to either collaborate with peers or work individually.

Kahoot! is a free game-based learning platform, that makes learning fun and engaging for all subjects, languages, ages, abilities and on any device. This resource is used to create quizzes, class discussions or even surveys. Students are able to easily access the application by logging in with a specific game pin, generated by a teacher once they have created or selected a classroom quiz. Students have the opportunity to create their own quizzes which can also be shared (Kahoot, 2017).

I have seen this resource implemented within a classroom and I was extremely impressed with how engaged and motivated all students are when completing the task. Kahoot! created a social, fun and game-like learning environment for all.

How to use this resource:

 

Reference List

Kahoot! learn happy, learn loud (2017). Retrieved from https://getkahoot.com/how-it-works

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.

Creating Your Own Game – An Inside Look at Gamestar Mechanic – JOSH GARDINER

Subject: Design and Technology

Year Level: 6

Strand: Processes and Production Skills

Sub Strand: Creating Solutions By: Designing

Content Descriptor: Design, modify, follow and represent both diagrammatically, and in written text, alternative solutions using a range of techniques, appropriate technical terms and technology.

Link to the Resource:

http://gamestarmechanic.com/

Cross Curriculum Priorities and General Capabilities:

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

Links to Other Learning Areas:

  • Mathematics
  • Science

A Classroom Activity Using this Resource:

The students can be in charge of designing and then constructing their own video game. Every child’s fantasy right?

Or I am the only one who wondered how some of the best video game titles came into existence?

You have simple games like the infamous Flappy Bird that was hated so much that it became a classic and even though it is no longer available. The creator still made enough money to stop supporting the game. The concept that you can be the creator of the next big idea in the gaming world is exciting. Now I know you cannot wait to get started on this. Enjoy this tool as a class and publish your games that you create for other students to play.

Happy Gaming!

How to Use this Resource:

  • The designer is really simple to use.
  • Just create an account.
  • Using secure usernames and passwords for each student (something that can be easily remembered).
  • Once you have logged in; you can either take lessons on how to begin/improve your design skills or you can get straight into designing your own game.
  • It is a good idea however, to start with a couple introduction lessons/courses just to get an understanding for the basics.
  • From there you can construct a plan for what style of game you are to create.

 

By Josh Gardiner

Pre-service Teacher

Edith Cowan University

Perth, Western Australia.

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.
Screen Shot 2016-08-07 at 7.52.09 PM

 

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

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

BrainPop Blogs

brainpop1Subject:

Technologies

Year Level:

5/6

Strand:

Digital Technologies

Sub-strand:

Processes and Production Skills

Content descriptors:

  • Acquire, store and validate different types of data and use a range of commonly available software to interpret and visualise data in context to create information (ACTDIP016)
  • Explain how developed solutions and existing information systems are sustainable and meet local community needs, considering opportunities and consequences for future applications (ACTDIP021)
  • Manage the creation and communication of ideas and information including online collaborative projects, applying agreed ethical, social and technical protocols (ACTDIP022)
  • Design a user interface for a digital system, generating and considering alternative designs (ACTDIP018)

 

Link to other learning areas:

  • English (Language & Literacy)

Link to resource:

https://www.brainpop.com/english/writing/blogs/

General Capabilities:

  • English
  • Information and communication technologies

 

About the resource:

  • This is a fantastic resource as it supports year5-6 English in a number of ways whilst managing the creation of communication ideas and proving opportunity for online collaboration. Blogs provide teachers the ability to support the students learning by including software and word processing programs that encourage student to edit, publish, be selective and add visual or audio elements to their English work. It is a website that allows students to safely blog with how to videos, tips, frequently asked questions as well as quizzes and other activities. The blogs are allowed to be about any chosen topic, which encourages students creativity and additionally enables them to attach videos, or music files to enhance their blog.

 

Class activity:

 

  • Teacher begins by showing the students the animated video which describes what a blog is, what it is used for and some background history on why blogs are so great.http:/https://www.brainpop.com/about/tour/ – link to the animated video.
  • Students then discuss in groups some topics they might like to blog about. Students log in the computers and access the Brainpop blog website. They are encouraged to spend 15 minutes on the website, firstly reading through the FYI part of the website.
  • The teacher then demonstrates how to create a new blog to the students and they have a go themselves.
  • Students create a blog post that will introduce the topic which they have decided to blog about during the regular ICT class.
  • All students are instructed to save their post and have a read of some of their classmates new posts. Each student must write one encouraging comment on one other blog post.

 

Reference:

“Blogs – Brainpop”. Brainpop.com. N.p., 2016. Web. 8 Aug. 2016.

“Think & Learn Code-a-pillar”

“Think & Learn Code-a-pillar”

 

Resource: “Think & Learn Code-a-pillar”

Available on both Android and Apple products for free (via the app store) App is based on the Robot sold online for $49.95 each on Amazon.

Ages: 4+

Year Level: F-2

Content Descriptors:

Digital Technologies Knowledge and Understanding: (ACTDIK001)(ACTDIK002)
Digital Technologies Processes and Production Skills: (ACTDIP004)

General Capabilities: ICT, Numeracy, Literacy, Critical and Creative thinking,

Links to  other learning ares:

Mathematics, English and Science.

About this resource: The Code-a-pillar app is full of fun mazes and targets for players to reach to fill the Code-a-pillars belly. The app contains rewards, sound effects and animations that make it enjoyable and engaging. This resource builds skills such as critical thinking and problem solving and is a fun introduction to coding and sequencing that can be built on and modified via teaching strategies. Its an appealing app that is fun and colourful and a great alternative to purchasing the robot on which it is based. It allows students to experiment with endless combinations to send the Code-a-pillar on their screen to move forward, left, right, tun around, backwards, forwards and even pause. Students simply drag and tap the screen to configure the segments to reach targets. It can do everything the real robot can do and is better suited to the classroom environment as it is free and can be used on iPads and on the classroom IWB. Students can play in pairs, individual or as a class. This app challenges players and has different levels they can progress to. It develops fundamental skills that will help students master more complicated programming later in life.

Robot: Code-a-Pillar is a robot that has easy connectable body pieces in endless combinations to send the robot on its path: forward, left, right, tun around, backwards, forwards and even pauses.  Players configure the segments to reach targets. The Think & Learn Code-a-Pillar includes eight light-up segments, a motorized head segment with lights, sounds and blinking eyes, and two targets to make it appealing to younger players. It also comes with a red target disc which sets a goal and motive for players to program their Code-a-Pillar to reach. The app allows them to keep learning when the robot no longer provides much challenge.

 

Computational Thinking: Players sequence and code when they select the segments to make the Code-a-Pillar move. Players program and problem solve by making a path to reach the leaf targets. Players can identify symbols of movements and interpret the directions they represent and see that the arrow makes it turn and the green straight arrow makes it go straight and that the piece with the speaker icon makes the Code-a-pillar play a tune. attain the most rudimentary skills they’ll need to later master more complicated programming languages.attain the most rudimentary skills they’ll need to later master more complicated programming languages. These are all computational thinking skills.

Resource use in classrooms: Students imagine that they Code-A-Pillar is a real caterpillar and think of the things they would do together. Students can write down or draw a story about their adventures with Code-A-Pillar. Students must plan where their Code-A-Pillar will go by planning the adventurers by drawing a map of all the places they and Code-A-Pillar visit together .This also links to science as they can learn about caterpillars as living things and their life cycles. It could be a rotation activity or an introduction to coding.

 

 

App Snapshots:

Preview of robot which app is based on:

 

References:

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

http://www.fisher-price.com/en_US/brands/think-and-learn/index.html