Scratch Jr – Coding for kids!

Scratch Jr – Coding for kids!

Scratch Jr Screenshot (Retireved from https://itunes.apple.com/au/app/scratchjr/id895485086?mt=8)

ScratchJr Screenshot (Retrieved from https://itunes.apple.com/au/app/scratchjr/id895485086?mt=8)

Subject: Digital Technologies

Year level: F – 2

Strand: Digital Technologies Processes and Production Skills

Sub strand:  Creating solutions

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

Links to the resource

https://www.scratchjr.org/index.html – There are many links within this resource to learn how to use and master the application!

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

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

Cross curriculum priories and general capabilities

Literacy
Numeracy
Information and communication technology (ICT)
Critical and creative thinking

Links to other learning areas

Mathematics
English

All about ScratchJr

Scratch Jr is a free application available on Andriod and Apple devices including iPads which allows students to create their own interactive stories and games through coding. Students learn sequencing skills as well as how to problem solve and design projects in a motivating and engaging context. Students use programming blocks which they sequence to make characters move, jump, or even dance and sing! They are able to add their own voices and sounds to personalise their learning experiences using ScratchJr. The application itself has been designed to be developmentally appropriate for students aged 5-7, matching their cognitive, personal, social and emotional development.

How to use ScratchJr

ScratchJr has a plethora of options for customisable stories for students to create, but the first step is to download the free app for the Google Play store or Apple Store (see links above). The next step is to learn how to use the program, and thankfully there are plenty of videos and guides that can be accessed to learn the programs interface, as well as customisation options, block descriptions and tutorials that can be found here from the creators of the application.

The basics of how to use ScratchJr is to create a project, choose an appropriate background and start customising characters.

ScratchJr Character Customization (Retrieved from https://www.scratchjr.org/images/learnpaint.png)

ScratchJr Character Customization (Retrieved from https://www.scratchjr.org/images/learnpaint.png)

The next step is to start programming the characters to move and behave using the programming blocks. These can make characters move forwards, backwards, spin and jump along with interacting with other characters! A video on character animation can be found here. A video on how to make characters interact along with other trigger blocks (blocks that make the characters do things) can be found here.

ScratchJr Sequence of Steps (Retrieved from https://s-media-cache-ak0.pinimg.com/564x/50/dd/58/50dd5812dd4c225fabe593d80b859f18.jpg)

ScratchJr Sequence of Steps (Retrieved from https://s-media-cache-ak0.pinimg.com/564x/50/dd/58/50dd5812dd4c225fabe593d80b859f18.jpg)

Students can add as many slides, characters and animations they want to all while learning coding in a way that doesn’t feel like learning at all! Students develop teamwork, build designing and planning skills all while learning coding and sequencing.The sky is the limit with students imaginations being the only boundary to what they are able to create.

Using ScratchJr in the classroom

ScratchJr is an engaging and interactive application that will get students programming, using computational thinking and coding without even knowing it by creating animated stories. There are many lessons that can be based around learning how to use and create projects with the ScratchJr application. ScratchJr.org has very helpfully developed an Animated Genres Curriculum, created by the Developmental Technologies Research Group of Tufts University which dictates a series of modules and lessons to introduce, practice and implement the ScratchJr application. It starts by introducing the basic features of the application, and as lessons go by, introduces and uses more and more of its exciting features. It is six week program and can be found here. There are also a variety of activities which gives students (and teachers) a quick way to learn how to do new things in ScratchJr, organised from simplest to hardest for the users convenience found here.

ScratchJr is used in the classroom to develop students abilities in coding, algorithms and computational thinking and there are lots of activities the teacher can develop to challenge and enhance students learning. One activity could be for students to re-create a project that the teacher shows them in full screen (where the blocks are hidden) which develops their observation skills and problem solving. Literacy can be introduced by the use of dialogue between characters where spelling, punctuation and grammar can be a focus. Numeracy can be developed by the ability to create mazes with customisable backgrounds that students navigate characters through, practicing and using sequencing of steps in a meaningful and engaging way. More ideas can be found here.

Teachers and students use their imaginations to plan and create projects which foster engagement in coding and programming with a totally personalised experience which they are bound to enjoy.

 

The Buzz about Bee-Bots

Image from: http://southozsue.wikispaces.com/file/view/BeeBot_blinking-200x200.gif/193545904/BeeBot_blinking-200x200.gif

Bee-Bot’s flashing eyes after each step in a sequence!

Subject: Digital Technologies

Year level: F – 2

Strand: Digital Technologies Processes and Production Skills

Sub strand:  Creating solutions

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

Links to the resource

Bee-Bot official website (US)

Bee-bots and accessories Australian suppliers:

www.edex.com.au

http://www.teaching.com.au/catalogue?catalogue=MTA&category=MTA-BEE-BOTS-EARLY-YEARS-ROBOTICS

About Bee-Bots and their uses

http://codigo21.educacion.navarra.es/wp-content/uploads/2015/09/BeebotguideA4v2.pdf

http://www.teaching.com.au/resources/static/main/pdf/2015-Bee-Bot-Activities-LR-AU.pdf

http://barefootcas.org.uk/wp-content/uploads/2014/09/Bee-Bots-1-2-3-Activity-Barefoot-Computing2.pdf

Cross curriculum priories and general capabilities

Literacy
Numeracy
Information and communication technology (ICT)
Critical and creative thinking

Links to other learning areas

Mathematics
English
Geography

All about Bee-Bots

Bee-Bots are programmable floor robots that are an interactive and engaging tool that allows students to learn coding and computational thinking through sequencing, estimation, problem solving and team work in a fun and hands-on way. They are designed for use with Early Phase and Primary students, ideally Foundation to Year 2. With an appealing colourful bee design, bright buttons, sounds and flashing eyes, students are able to enter up to 40 directional commands/steps to the bee-bot to send it on an adventure! The bee-bot accurately moves in 15cm steps and turn in 90 degree increments and its eyes flash after each command has been completed. Bee-Bots teach students how to code and create algorithms to complete tasks and activities in an engaging and exciting way!

How to use Bee-Bots

As mentioned above, Bee-Bots are robots which are designed to move in a sequence of steps and chosen by the teacher or student. This is done by using directional buttons: Forward, backward, left and right. The forward and backward buttons make the Bee-Bot move in that direction and left and right turn the Bee-Bot in 90 degree increments in the direction decided. The Bee-Bot can do up to 40 steps and only starts moving once the student hits GO. The students is also able to pause the Bee-Bot moving with the pause button and the ‘CLEAR’ button clears any steps which may be still in the Bee-Bots memory before use.

Watch this video below to see programming the Bee-Bot in action!
https://www.youtube.com/watch?v=uMorb_m_qK0

Using Bee-Bots in the classroom

There are a variety of classroom activities that can be conducted using Bee-Bots. There are a variety of mats that are available for purchase including an Alphabet mat, Treasure Island mat, and Busy Street mat. Many teachers choose to design their own mats, as the Bee-Bot only moves in 15cm increments, meaning a 60x60cm mat with a grid for each 15x15cm square can be totally customized for students’ learning needs.

Bee-Bots follow a sequence of instructions that are given by a teacher or student, so the activities that Bee-Bots can conduct ad students will love are only limited by the teachers imagination! One such activity could involve students planning and writing a series of steps (instructions) for the Bee-Bot to follow. Students can also solve problems like mazes made of blocks or other materials that they have to navigate the Bee-Bot through which takes planning, practice and representing a series of steps in a basic algorithm, making students learning visible!

A numeracy link can be made by using Bee-Bots to teach algorithms (steps to make something happen) which Bee-Bots are specifically designed to do. By giving the Bee-Bots commands, they are learning algorithms, computational thinking and sequencing in technologies and mathematics!

A link to literacy can be made through texts such as ‘We’re going on a Bear Hunt’ by Michael Rosen and Helen Oxenbury where students create maps or locations for the Bee-Bot to navigate through like the characters in the book. Students program the Bee-Bot and see if they are able to follow the path correctly like those in the book! This type of activity can be done with a variety of novels.

Bee-Bots are a fabulous resource to have in the classroom that will motivate students to learn, fostered with imagination and creativity, creating learning experiences they are sure to enjoy.

Hectors World

Hectors World

Hectors world

Name: Hectors World

Subject: Digital Technologies -> Interaction & Impact

Year Levels: F-2

Link to Resource: http://www.hectorsworld.com/island/index.html

This classroom resource was originally found via the Australian Governments Office of the Children’s eSafety Commission website:

https://esafety.gov.au/education-resources/classroom-resources/

 

Elaboration:

One of the key concepts to be developed in the Digital Technologies curriculum is ‘interaction and impact’. This concept focuses on all aspects of human interaction with and through information systems, and the enormous potential for positive and negative personal, social, ethical, and environmental impact of these systems.

While the use of this resource has been chosen to target F-2 students, it is capable of being extended to reaching year 5-6 students where ‘In Years 5 and 6, Digital Technologies content will provide opportunities for students to make critical judgments about the use of everyday digital information and digital systems, considering cyber safety and ethical issues’

 

 

Resource Description:

Hector’s World features high quality 2-D animation with fun and engaging characters. Children can observe the characters as they learn how to stay safe online.

The experiences of Hector the dolphin and his friends are designed to foster digital citizenship, offering children practical guidance on managing risks, cyberbullying and reinforcing the importance of safe and responsible online behaviour. The resources are divided into 3 key topics; Protecting personal information (including online privacy), Cyberbullying and Computer security (esecurity).

The computer security resources offer a foundation of basic computer security skills by introducing young children to topics like viruses and strong passwords.

 

cyberbullying

 

activities

Each Hector’s World episodes has a variety of support materials, lesson plans and classroom activities.

Resources include:

  • Lesson Plans & Character Flashcards
  • Storybooksteacher resources HW
  • Music Files & Song Sheets
  • Character Hats
  • Handouts & Posters
  • Webcam Covers: To help children stay safe online, Hector’s World has developed a webcam cover for children to use. This simple paper cover can prompt a valuable discussion between parent and child, or teacher and student, about what a webcam is and how to manage its use safely.

 

HW activity

An additional resource is the The Hector’s World Safety Button™:

  • The Hector’s World Safety Button™ is a child-activated safety tool which children can use if something on-screen upsets or worries them.

The Hector’s World Safety Button is a simple executable file which you can download here for free. The file installs a swimming Hector’s World™ character on the computer screen. A child can just click on Hector character, who then covers the screen with a beautiful underwater scene and gives the child a positive written message, while encouraging them to get adult help.

 

How to use this resource:

  • View the Hector’s World episodes with the class.
  • Use the lesson plans as a guide to enforce key learning objectives.
  • Use the online website workshops and downloadable Hector’s World learning activities to enhance the learning experience.
  • Install the Hector’s World Safety Button on classroom computers.

 

For the interactive website 3 Pathways to choose from:

 Hectors world feature page

  1. Tech Cave
  • The Tech Cave has animations that help develop digital literacy knowledge and skills. They explore questions such as:
  • How does the internet work?
  • How does a search engine work?
  1. Silicon Deep Kids (Various underwater interactive workshops)
  2. Info Island (for parents & teachers)

 

ACARA Links

Strand: Digital Technologies Knowledge and Understanding

Sub strand: Identify, use and explore digital systems (hardware and software components) for a purpose (ACTDIK001)

 

Strand: Digital Technologies Processes and Production Skills

Sub strand:

  • Explore how people safely use common information systems to meet information, communication and recreation needs (ACTDIP005)

( e.g. digital literacy: critical literacy & communicating safely)

  • Work with others to create and organise ideas and information using information systems, and share these with known people in safe online environments (ACTDIP006)

(• e.g. personal and peer safety: safe social networking)

 

General Capabilities:

Information & communication technology capability (ICT):

          Students will develop personal online safety skills including;

  • ‘By the end of Year 2 students recognise the need to take care in sharing personal information (for example messaging only to people you know)’

Critical and creative thinking (CCT)

Information and communication technology (ICT) capability

Literacy

Personal & social capability

Ethical Understanding

 

Links to other Learning Areas:

The Arts (multimedia)

English

Civics and Citizenship (Linked as per Australian Government website)

Student diversity:

  • Students with disability (Transcript available for students with a hearing disability)
  • Gifted and talented students (Advanced reading activities for ‘confident readers’)

Planet Green Live

http://http://www.planitgreenlive.com/en/build-your-own-city

Subject: Design and technologies processes

Year level: F-2

Strand: Design and Technologies Processes and Production Skills

Content Description: Use materials, components, tools, equipment and techniques to safely make designed solutions

Elaboration: learning and safely practising a range of technical skills using tools and equipment, for example joining techniques when making products, watering and mulching gardens, preparing food, using software to design an environment

Cross curricular and general capabilities: Critical and creative thinking, numeracy, Literacy and sustainability

Cross-curricular links: This could be linked to history of what old towns and cities looked like, Geography about creating the town they live in/want to live in. Literacy and Numeracy

Classroom Activity using this resource:
Children can attempt to recreate a current city they are living in or create a more sustainable city to help fix some of the environmental problems we face today. This can also lead to them building a city our of recyclable products. This can be used as an individual task or group/collaborative work.

How to use this resource.

https://www.youtube.com/watch?v=6Ym8_9I0yjM

This shows step by step instructions about how students can build their own sustainable city. This is an educational app that allows student to play a game while also educated themselves on how to improve our city and infrastructures.

 

Asia Education Technologies

Subject: Asia Education Technologies

Link to resource: http://www.asiaeducation.edu.au/curriculum/technologies

Year Level: F-10

Strand: Design and Technologies knowledge and understanding

Sub-strand: Food and fibre production  and Food technologies

Content descriptors:
F-2 :

  • 2.3 Investigate sustainable systems of care for plants and animals that are grown, raised and processed for food, clothing and shelter for an identified purpose

Years 3-4:

  • 4.3 Recognise the contribution food and fibre production and food technologies make to modern and traditional societies

Years 5-6:

  • 6.3 Recognise that sustainable resource management is essential in food and fibre production
  • 6.5 Investigate how food preparation techniques can be selected and used to design and produce nutritious food

Years 7- 8:

  • 8.4 Explain how food and fibre is produced in dynamic and interactive systems
  • 8.6 Incorporate principles of food processing, preparation and presentation in designing solutions for healthy eating

General capabilities:

  • Literacy
  • Numeracy
  • Information and communication technology capability
  • Personal and social capability
  • Ethnic understanding
  • Intercultural understanding

Cross curriculum proprieties:

  • Asia and Australia’s engagement with Asia
  • Sustainability

Links to other learning areas:

  • English
  • Science
  • Mathematics
  • Geography
  • Health and Physical Education
  • The Arts

Elaboration to using technology:

The use of the Asia Education Foundation (AEF) Website is to provide technologies resources aligned with the Australian Curriculum in relation to Asia and Australia’s involvement with Asia. This website is organised in a way that the individual is able to search and filter topics/ information through the search engine tool on the main homepage. Individuals can filter based on subject area, year level and country to find specific topic. Once search has been conducted, the page shows links to external websites and resources based on given subject. Links include videos (i.e. YouTube), recordings, statistic websites, voice recordings and other interactive websites such as Scootle, ABC Splash, The Australian Curriculum and a range of other related websites pertaining related information, resources and tools.

 

AEFAEF1