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.

Timber Sleuth – Design and Technology

Subject: Technology

Strand: Design and Technologies

Sub-Strand: Knowledge and Understanding

Bands: Foundation to 2

Learning Resource Type: Interactive resource

 

 

Timber Sleuth!

Timber sleuth is an interactive application that can be found on the Apple App Store. This App transforms learning into a fun and easy educational form, suitable for independent or collaborative work, with plenty of room for extension!

In this App Students will identify a range of familiar items made from timber. Upon completion of each activity students will be provided with further information on the uses and types of timber used in the items they are selected. The App gives details on why such material has been used for the job and the properties of said material. within the App their are two settings,’Under construction’ and ‘Home sweet home’. Students can explore each setting zooming in or out, while selecting items to learn more about their materials and properties.

Content Descriptors

Design and Technology:

  • Explore the characteristics and properties of materials and components that are used to produce designed solutions (ACTDEK004)
  • Investigate the suitability of materials, systems, components, tools and equipment for a range of purposes (ACTDEK013)

Science:

  • Objects are made of materials that have observable properties (ACSSU003)
  • Different materials can be combined for a particular purpose (ACSSU031)
  • With guidance, plan and conduct scientific investigations to find answers to questions, considering the safe use of appropriate materials and equipment (ACSIS054)
  • Natural and processed materials have a range of physical properties that can influence their use (ACSSU074)

General Capabilities:

  • Literacy
  • Science
  • Personal and Social capability
  • Information and Communication Technology

Links and Further Reading

Timber Sleuth App

Scootle – Timber Sleuth

 

By Emily Richardson, 2017

 

Online Charts

 Online Charts

Subject: Digital Technologies

Year Level: 6

Strand: Processes and Production Skills

Sub Strand: 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)

Link to the Resource:

http://www.onlinecharttool.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), Numeracy

Links to other areas: Mathematics, Science, HASS

Classroom activity using this resource: Online Charts is a website designed to create charts which can be printed, emailed or saved as an image. As a registered user it can also be saved online for future editing. Students are able to choose from a wide variety of charts, including;

Although primary students are not required to create the more difficult charts, by using this website enables differentiation and exposes the gifted and talented students to extended learning.

There are numerous activities that can be done using this resource, whether it be with a science, mathematics or HASS focus. The following example could be used when teaching the Science Inquiry Skill of Planning and Conducting; observe, measure and record data with accuracy using digital technologies as appropriate (ACSIS104).

                                                                    What Makes Mold Grow More Rapidly?

Students will create bread specimens using bread, mold spores and sealable sandwich bags. These will be placed in three different environments and data of growth of mold will be recorded at the same time each day throughout the experiment. Growth is measured using a transparent plastic grid sheet (10mm x 10mm squares). The recording should be done until there are significant measurable results.

Students will record the data on paper during the experiment and then using Online Charts create the appropriate charts  at the conclusion of the experiment. Photos should also be taken throughout and then added to the final display of data.

Future experiments could also be done by changing some of the variables, for instance, keep the temperature the same but use different types of bread, add moisture to the slices, or put different amounts of sugar or lemon juice onto the slices. Ensuring that only one thing is varied at a time.

Please refer to Martin Shuttleworth’s website for detailed instructions on the experiment items and method  https://explorable.com/mold-bread-experiment. Variations may need to be made to Shuttleworth’s experiment to suit the class, for example recording the growth of mold may need to be done every 3 days to cover the weekend break.

How to use this resource:

This resource is quite explanatory as you progress along, once clicking on “Design Your Chart” you are navigated through the website and prompted where to insert the required information. There are options to personalise your chart by changing colours and fonts etc. Upon completion of the chart you are able to print, save onto computer, email, or save online for future editing. Within the website there is also a Help section for FAQs and a Contact Us option.

Below is a short tutorial created by Michael McIlwraith in which he talks step by step through an example of creating a pie chart. Please note that some of the information he refers to may not be relevant as he is delivering this tutorial to adult learners undertaking a particular unit of study.

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.

Junior Landcare! Creating a Food Garden…

Subject: Design and Technologies

Year level: Grade 3+

Strand: Knowledge and Understanding, Process and Production Skills

Substrand: Food and Fibre Production

Content Descriptor Example: Types of food and fibre produced in different environments, cultures or time periods, including the equipment used to produce or prepare them (ACTDEK012). Past performance, and current and future needs are considered when designing sustainable food and fibre systems for products (ACTDEK021).

Cross-Curriculum Priorities:

  • Sustainability

General Capabilities

  • Literacy
  • Critical and Creative Thinking
  • Personal and Social Capability
  • Ethical Understanding

Links to other learning areas

  • Health and Physical Education
  • Science
  • English
  • Mathematics
  • Art

Click the picture above to open the ‘creating a food garden’ resource

Link to Junior Landcare website: https://landcareaustralia.org.au/junior-landcare/

First Impressions

The Junior Landcare website provides teachers, students and parents with information about how to improve and look after the current and future environment. It is easy to read and navigate through the website. There are a heap of resources and links providing you with more ideas and inspiration. This resource is perfect for integrating Sustainability into the classroom and developing students ethical understanding. Landcare Australia also have a Youtube channel where there are a number of videos about Australia and the environment we live in. Perfect to guide student discussion developing knowledge and understanding.

What is Junior Landcare? 

Junior Landcare was created by Landcare Australia in 1998. This was created to encourage young people to play an active role in conserving current land to ensure a safe future environment. Junior Landcare encourages young people to be accountable for their actions and take responsibility of their future environment. Junior Landcare provide a range of days where students can volunteer and assist in creating a better future. The best thing about Junior Landcare, is that it links straight in with the curriculum. So you know that the students will benefit academically from the experience. The L.I.F.E website also provides event days where students can volunteer or you could create your own event to get people together. Discover more in the video below.

How you could use Junior Landcare in the Classroom

There are multiple resources on Junior Landcare that would be useful in the classroom. An activity that would provide multiple linked activities as well as benefit the actual school is to create a food garden. Creating a food garden involves multiple steps that can incorporate many other learning areas. Students would begin with investigating and defining when discussing potential ideas to create a food garden. Write all of their ideas down and discuss why some things might work better than others. Involve Mathematics by designing a to scale 2D drawing of a food garden including labels and technical terms. Now its time to produce and implement the design to create the food garden with the safe use of tools and equipment. Incorporate Science where students evaluate the growth of the food garden and ask questions like, ‘what could be done to improve the growth’. This will provide students with a collaborative and hands on experience. After the garden is created you can involve Art by drawing a birds eye view of the garden or involve English by writing a procedural text on how to create a food garden. There are so many possibilities with creating a food garden.

TIPS

Gather extra helping hands! Engage with parents and the school ground keeper to see if they can help create the masterpiece.

Create a rotating roster for students to water and look after the garden. Otherwise you will spend half the afternoon everyday doing it yourself.

Something extra…

Download and have a read of the Teacher’s Resource Guide.

Check out this classroom blog where they have created their own food garden for inspiration and ideas.

Also have a look at Landcare Australia’s Youtube channel.

Other Resources from Junior Landcare

Building a Worm Farm

Creating a Frog Pond

Enhancing and Restoring Habitats

Growing Healthy Plants using Natural Pesticides

 

By Jessica Read

 

References

Junior Landcare. [2015]. Retrieved from https://landcareaustralia.org.au/junior-landcare/

Landcare Australia. (2015, March 26). Junior landcare hits our tv screens [Video file]. Retrieved from https://www.youtube.com/watch?v=sEwFAwmdAoQ

Landcare Australia. (2014, December 3). Landcare is for everyone [Video file]. Retrieved from https://www.youtube.com/watch?v=NoVv_RMrDzk&t=34s

Landcare Australia. (2016, November 28). Love our Aussie land [Video file]. Retrieved from https://www.youtube.com/watch?v=v6sGGdIQ2SU&t=1s

School Curriculum and Standards Authority. [2014]. Design and Technologies. WA: Government of Western Australia. Retrieved from http://k10outline.scsa.wa.edu.au/home/p-10-curriculum/curriculum-browser/technologies/design-and-technologies2

Cork the Volcano – Hands on Coding for Primary Students

 

 

 

 

 

Introduce your students to coding and continue to develop their skills throughout their primary years!

Use Cork the Volcano to teach students coding and engineering skills. Designed to be played in pairs, students also learn the fundamentals of teamwork, collaboration and participation. Puzzlet’s ‘plan, program, play’ model combines physical manipulation with digital play.

Subject: Technologies

Year Level: K-5

Strand: Digital Technologies

Sub-Strands:

Knowledge and Understanding Digital Technologies:

  • Explore components of hardware and software, and their use
  • Structure and representation of data

Process and Production Skills:

  • Collect, explore and sort data
  • Follow, describe and represent algorithms

Content descriptor examples:

  • exploring and identifying hardware and software components of digital systems when creating ideas and information (ACTDIK001)
  • experimenting with different ways of describing a set of instructions, for example writing two versions of the same simple set of instructions for a programmable robotic device (ACTDIP010)
  • applying the principles and elements of design to a set of requirements in order to produce a user interface for a system that addresses an identified need (ACTDIP018)

 

Why use Cork the Volcano in your classroom?

  • Students begin to think in ways they are not accustomed to while engaging in a game that extends their learning beyond a screen
  • Students have the opportunity to physically manipulate their codes and see the results of their plan
  • Availability to curriculum links and lesson plans here

Platforms:

Android, iPad, iPhone, iPod Touch

Cost:

App is free

Packages start from $99.99

Cross-Curricular Priorities:

  • Mathematics
  • Science
  • Literacy

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

Plastimake

 

Plastimake2Plastimake-zupi-1

Plastimake

Plastimake is a reusable, mouldable plastic that can be shaped with your hands into just about anything. It is non-toxic and biodegradable making it safe for children and the environment.

Link to Website

https://www.plastimake.com/

Curriculum Strand

Design and Technologies

Sub Strand

Investigate the suitability of materials, systems, components, tools and equipment for a range of purposes (ACTDEK013)

Apply safe procedures when using a variety of materials, components, tools, equipment and techniques to make designed solutions (ACTDEP026)

Year Level

  • 3 & 4
  • 5 & 6

Cross Curriculum Links

  • Science
  • The Arts

Use in the classroom

Plastimake would certainly compliment the design and technologies strand of the curriculum in particular. Students are able to manipulate the material using not only their hands but also using a variety of tools. They can use it to repair or modify existing products or to create entirely new designs. The hands-on nature of the product makes it engaging while encouraging the students to explore the versatility of the product and how it can be used to design or improve objects that can be used to benefit society. Students are guaranteed to enjoy working with Plastimake being limited only by their imagination.

Plastimake can be used to promote computational thinking in a number of different ways. Students are initially required to follow a series of steps in order to make the product workable. The students can then use the Plastimake to represent data by creating models or by creating models of the problem to assist children in visually understanding what they are investigating better. The students could also identify a current issue then create a design that could potentially solve that issue, following a series of predetermined steps in order to create their design. You could then discuss the steps with the students, encouraging them to analyse the problem solving process involved. Plastimake can be especially helpful in teaching children who are less confident with computers and digital technologies and children who prefer to work with more hands on materials to understand and use computational thinking.

How does it work?

Plastimake is a non-toxic, super strong, reusable, lightweight and biodegradable mouldable plastic made from polycaprolactone. It softens at the low temperature of 60°C making it safe for children to handle. Once softened the plastimake is easily manipulated into virtually anything.

Plastimake begins as small white pellets that, once heated with hot water, become transparent. When left to cool at room temperature it hardens and turns white. It can also be placed in ice water to speed up the hardening process. There are also colouring kits available to purchase with the product. To remould the Plastimake simply reheat it to 60°C.

 

 

 

Wonder Workshop – The Home of Dash & Dot

dot dash1

Dash and Dot are introducing young students to robotics and coding. Schools around the world and here in Western Australia are using these cute little critters to revolutionise learning with a focus on STEM. Five free Apps are available for use on iPads and Android devices, with more Apps on the way! This fun and engaging curriculum would make a great investment for any school with students from Kindergarten to Year 5 able to use Dash and Dot with ease.

Today, we will be looking at Dash who has been described as a child’s first real robot friend. In this digital world, Dash is helping students to understand more about coding, to think creatively and critically, as well as to explore and learn for themselves how things around them work.

patrh1

Using the ‘Path’ App, students can plan, program and execute awesome adventures for Dash drawing on concepts fundamental to computational and systems thinking (“Path”, n.d.). Students learn:

  • Algorithm design
  • Command sequences
  • Control flow
  • Sensors and Events
  • Problem solving

Subject: Digital Technologies

Year Level: Year 5

Strand: Processes and production skills

Sub strand: Digital Implementation

Content Descriptor: Design, follow and represent diagrammatically, a simple sequence of steps (algorithm), involving branching (decisions) and iteration (repetition) (ACTDIP019)

Cross curriculum priorities and general capabilities: Literacy (LIT), Numeracy (NUM), Critical and creative thinking (CCT), Information and Communication Technology (ICT)

Links to other learning areas: Maths

A classroom activity using this resource: Using Dash, students will design and sequence algorithms that include lights, sounds and moves. They will plan and consider the different locations that Dash will visit using a coordinate grid. Students will then problem solve the distances and movements required by Dash – forward and backwards, left to right – to travel successfully on the coordinate grid. They will also use systems thinking to find solutions to any problems they can not solve. (Eckstein, n.d.)

Links to the resource:

https://www.makewonder.com

Video Review:

(TTPM Toy Reviews, 2015)

How to use this resource:

This resource can be integrated successfully in several learning areas including the Arts, Science, Geography, Literacy and Numeracy. For example:

  1. Students can use their imagainations to write about the adventures of Dash and Dot.
  2. Students, Dash and Dot can also discover the countries of the world.
  3. Students can teach Dash and Dot to dance and make music.

Other considerations:

  • Whole school approach to coding which can be used in all year levels from K-5
  • A wide range of accessories to support different ages of students and their abilities
  • Five free Apps with more on the way
  • Teachers can access ready made and trailed lesson plans
  • Teachers share their lesson plans with others in the teacher portal
  • Strong links to STEM
  • Opportunities for students to move beyond substitution, augmentation and modification
  • Redefine student learning with access to the student portal in which students can participate in clubs, challenges and contribute their own work

References:

School Curriculum and Standards Authority [ACARA]. (2016) Digital Technologies. Retrieved from http://k10outline.scsa.wa.edu.au/home/p-10-curriculum/curriculum-browser/technologies/digital-technologies2

Eckstein, M. (n.d). Coordinate Moves with Dash. Retrieved from https://teachers.makewonder.com/lessons/coordinate-moves-with-dash

Path. (n.d). Retrieved from https://www.makewonder.com/apps/path

TTPM Toy Reviews. (2015, June 9). Path App from Wonder Workshop [Video file]. Retrieved from https://www.youtube.com/watch?v=b7ZrxtjsHKk


LEGO WeDo 2.0: Constructing creative learners one piece at a time

What is LEGO WeDo 2.0? LEGO WeDo 2.0 is a hands-on product that allows students to design and construct models based on real scenarios; especially in the field of science. As LEGO explains in this vidaaeo, it allows students to “… make science come to life”. Students can build roving vehicles and tilting machines. LEGO have developed an app (available on both iTunes and Google Play) that contains extra projects and a library of materials that can assist students with creating their designs.

When constructing their models, students will have access to a variety of equipment, such as gears, axles, wheels, sensors and batteries. This video explains the different pieces of equipment that you can find in a WeDo 2.0 kit (all 280 of them!). Students can then use the WeDo 2.0 software (this can be loaded onto classroom laptops) and develop codes that will program their models to move.

Cost: LEGO WeDo 2.0 can be purchased as a kit containing the different pieces of equipment and software.  Prices will vary. Accessories, such as extra battery chargers and sensors, can be purchased separately.

Appropriate Year Levels: Years 2 to 6.

Subject Area: Digital Technologies

Strand: Process and production skills

Suitable Sub-Strands: Creating solutions by:

  • Investigating and defining
  • Designing
  • Producing and implementing
  • Evaluating
  • Collaborating and managing

Cross Curriculum Priorities and General Capabilities:

  • Information and Communication Technology capability
  • Critical and creative thinking
  • Personal and social capability

Links to other learning areas:

  • Science

References:

LEGO Education US. (2016, January 5). WeDo 2.0 – what’s in the box. [Video file]. Retrieved from https://youtu.be/CsWSDOoxouM.

LEGO Education US. (2016, January 5). LEGO Education WeDo 2.0 – make science come to life. [Video file]. Retrieved from https://youtu.be/G9e_P9PXRQk.

The LEGO Group. (2016). Make science come to life with WeDo 2.0. Retrieved from https://education.lego.com/en-au/learn/elementary/wedo-2.