Food and Fibre Investigations

There are so many resources available that can aid both educators and students on Food Fibre Production! How can you condense down to just one or two resources for students? Why not just use the Cool Food Planet resource.  It is a one-stop-shop for all your food and fibre needs. Not only does it provide students with interactive learning based games, but it provides a means of extension for those students that are developing their knowledge and want to move on to the next level!

Subject

Design and Technology

Year Level

Foundation to Year 6

Strand

Knowledge and Understanding

Sub Strand

Foundation to year 2 –

Explore how plants and animals are grown for food, clothing and shelter and how food is selected and prepared for healthy eating

Year 3 and 4 –

Investigate food and fibre production and food technologies used in modern and traditional societies

Resource Link

Home

Price

Free resource for students and teachers

 

General Capabilities

Cool Food Planet encompasses the general capabilities of:

  1. Numeracy
  2. Intercultural understanding
  3. Critical and creative thinking

 

Snapshot of Cool Food Planet

As discussed in the video below, children are exposed to food that is just present to them at meal times or presented to them in forms of packaging.  Cool Food Planet is a resource that enables teachers to teach to students the benefits of good nutrition and poses as an introduction to food production.

Link – https://www.youtube.com/watch?v=hs9H-wL0P3E

 

 

Plant Tycoon: How to replace a real life garden with a virtual one.

Plant Tycoon: How to replace a real life garden with a virtual one.

Learning Area

Design and Technology

Year Level

Although this game is targeting the curriculum for the younger years; unless you are experienced with playing the game I suggest it be used by years 3/4 to revisit the concepts learned in earlier years.

Strand

Technologies Contexts

Sub-Strand

Food and fibre production – Plants and animals used for production have basic needs, such as food/nutrients, water, space, protection (ACTDEK003)

From from the School Curriculum and Standards Authority (SCSA).

Link to the Resource

http://www.bigfishgames.com/games/2135/plant-tycoon/?pc

Can be purchased online for $10 through Big Fish Games; however, once it is purchased once it can be downloaded as many times as needed!

General Capabilities

Information and communication technology (ICT) capability and Critical and Creative Thinking.

Links to Other Learning Areas

Science, Literacy

Using this Resource

Plant Tycoon is perfect for classrooms that want to teach the values of planting a garden but simply do not have the space or resources. The game allows students to create their own garden in a virtual world. They can water and fertilise their plants while also making sure they are getting enough sun. Plant Tycoon also allows the students to experiment with cross-pollination – seeing how the DNA of plants can combine in a simple way and make new creations come to life. Although creating a physical class garden would be ideal, not every class can do this. Plant Tycoon allows the younger years to learn about the basic needs of plants and the production of growing different types in real time which is different to other garden-based virtual realities. It also incorporates the learning of sustainability and economics with plant production; displaying to the students how plants need to be bought and sold to increase revenue. This resource is cheap and its real-time running makes it feel more true-to-life. It is relaxing, challenging and students can create at their own pace.

A Quick Video

Below is a video of some in-game action. Don’t be deterred if it looks too complex – it is much simpler than it looks! From 0:00-1:20 the game shows how  ‘people’ purchase the plants. This video is just to display how interactive the game is and how many different plants can be created; but as the teacher it is possible to restrict the game play to just growing the plants if you so desire.

Superhero Coding Game

Year Level:
F-2

Subject:
Technologies

Strand:
Digital Technologies

Sub-Strand:
Digital Technologies Processes and Production Skills

Content Descriptor:
Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems (ACTDIP004).

Link to the Resources:
http://littlebinsforlittlehands.com/superhero-computer-coding-game-without-a-computer/

Cross-Curriculum Priorities and General Capabilities:
Literacy, Numeracy, Information and Communication Technology (ICT) Capability and Critical and Creative Thinking

Links to Other Learning Areas:
Science, Mathematics and English

A Classroom Activity Using this Resource:
This is a simple coding game to introduce th basic concepts of coding without using a computer. Students will get the opportunity to create the board game with the objective being that the superhero has to avoid bad guys and get the jewels. Students will use sticky notes to create a sequence using basic coding commands that will determine the path the superhero has to take. This board game can be used in early childhood settings to introduce basic coding commands before introduced to coding on a computer. As students develop in confidence with the commands, the game can be modified to a more advanced level. This coding game is based around the STEM (science, technology, engineering and mathematics) initiative. STEM allows us to use current technologies that allow us to drive innovation in our fast-changing economy.

How to use this resource:
To make this game you will need:

  • A poster board/A3 piece of paper
  • Craft tape or ruler and marker
  • Post it notes (3 different coloured piles)
  • Superheroes
  • Obstacles
  • Jewels

Start by creating the board using either an A3 piece of paper or a poster board. Using either craft tape or a marker and rule create the lines for the grid. Once you have drawn the grid establish a starting and finishing point.

When creating the command cards we use three basic commands. Forward. Turn Left. Turn Right. On top of each pile of sticky notes
draw one of the commands.

Place the obstacles and jewels on the board to make it difficult for the superhero to reach the finish line.
Start the game! Ensure students have ample space to lay out the code in front of them. As students move the superhero they will layout the forward,turn left and turn right cards in front of them. They need to determine the shortest route to get to the finish line and collect all the jewels.

Advanced Version – students use the sticky notes to plan their commands before they go. Then move the superhero trough the series of commands to see if they were correct.

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.

Kodable

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Subject: Technologies Year Level: Suitable for all years

Strand: Digital Technologies Sub strand: Digital Technologies Processes and Production Skills

Recognise and explore patterns in data and represent data as pictures, symbols and diagrams (ACTDIK002)

Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems (ACTDIP004)

Overview of Kodable: Kodable makes learning to code fun for students. They must drag and drop commands to program their fuzzy character to get through a maze. By doing this, they learn problem solving, computational thinking, sequence, conditions, loops, functions and debugging. These are skill necessary for learning any programming language.

Kodable includes interactive tutorials for each new concept. Students can learn new programming terms and logic without any adult assistance. The tutorials are completely voiced and walk kids through the first problem in each new lesson.

You can also download the app for free on your iPhone, iPad or tablet!

For more information and to purchase visit: https://www.kodable.com/resources

 

 

Blue-Bot

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Subject: Technologies Year Level: Suitable for all years

Strand: Digital Technologies Sub strand: Digital Technologies Processes and Production Skills

Recognise and explore patterns in data and represent data as pictures, symbols and diagrams (ACTDIK002)

Identify and explore a range of digital systems with peripheral devices for different purposes, and transmit different types of data (ACTDIK007)

Overview of Blue-Bot: Blue-Bot is a robot that can be programmed in a variety of ways providing progression for children. It is controllable via bluetooth which means you can control it with your tablet or PC. It provides children with a means of creating their own logical programming sequences in a fun and interesting way.

At the beginning the keys on the Blue-Bot’s back are pressed to control forward, backward, 90 degree turns, to pause and to stop. Using this approach children can build their first programs in simple logical steps. The Tactile Reader helps children further develop their programming skills by allowing them to visually create a linear programming sequence by placing cards into frame. For clarity, card sequences can be arranged either horizontally or vertically. Finally, it can also be controlled remotely by Apple, Android or Windows devices providing a wonderful practical example of programming a physical device.

The Blue-Bot comes ready to go with a rechargeable cell and USB recharging lead. Numerous other Blue-Bot resources are available, supporting its use in the classroom.

For more information and to purchase visit: http://www.tts-group.co.uk/blue-bot-bluetooth-programmable-floor-robot/1007812.html?utm_source=youtube.com&utm_medium=socialmedia&utm_campaign=BBvid16

Links to other learning areas: Mathematics

Content Descriptors: Location and transformation

Give and follow directions to familiar locations (ACMMG023)

Identify and describe half and quarter turns (ACMMG046)

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

Architects in the Classroom

Architects in the Classroom


Imagine being able to design any room or area with a vast range of materials and resources right at your fingertips.

This is all possible using Floorplanner

In the classroom…

This program is engaging and interactive. It uses digital technologies for creation and design. Begin by giving students an authentic project. This can involve students redesigning an area in the school, a community area, their bedroom or anywhere their imagination takes them. Through the program, students are able to be creative and innovative. They are given the opportunity to engage confidently with and responsibly manipulate designs as they create solutions for their area. The floorplan program can become part of a bigger project involving students choosing and locating resources, calculating budgets, measuring the area and selecting appropriate sized objects to fit.

Images retrieved from http://floorplanner.com/

Using the floor planner…

  1. Create a free account using an email address.
  2. Start in the ‘Build’ tab to find the tools to start drawing your floorplan. The room can be drawn wall by wall or room by room.
  3. Add surfaces for outdoor areas to the floorplan if required.
  4. Place structural units (windows, stairs, doors) into the floorplan.
  5. After the plan is drawn out the rooms can be decorated using furniture and materials.
  6. The floorplan can also be organised with custom dimensions and labels.

Tutorial



Curriculum Links (SCSA 2017)

Subject: Technologies

Year level: 6

Strand: Design and Technologies processes and production skills

Sub-strand: Creating solutions by designing

Select appropriate materials, components, tools, equipment and techniques and apply safe procedures to make designed solutions (ACTDEP026)

Link to resource: http://floorplanner.com/

Cross curriculum priorities and general capabilities

Critical and creative thinking (CCT),  Information and Communication Technology (ICT), Sustainability

Links to other learning areas

Art, Mathematics

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.