Think & Learn Code-a-pillar

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

Subject: Digital Technologies

Year Level:F-2

Strand:Digital Technologies processes and production skills

Sub strand:Using digital systems

2.5 Follow, describe, represent and play with a sequence of steps and decisions needed to solve simple problems..

Link to the resource: 

Website: https://www.commonsensemedia.org/app-reviews/think-learn-code-a-pillar

Cross curriculum priority and General Capabilities:

Literacy (LIT), Numeracy (NUM), Critical and creative thinking (CCT) and Information and Communication Technology (ICT) capability

Links to other learning areas:

English, mathematics and science

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

Content Elaboration: experimenting with very simple, step-by-step procedures to explore programmable devices. For example providing instructions to physical, virtual objects or robotic devices to move in an intended manner such as following a path around the classroom

About this resource: The Code-a-pillar App hones in on the players ability to problem solve through a fun and engaging introduction to coding and sequencing. By the clever use of a familiar character and with splashes of vibrant colour, the player is easily immersed in the fundamental lessons that the App offers. Available for free download on a number of devices including iPhone, android, iPad and Kindle Fire, this App allows the player to command the code-a-pillar through a maze-like playing field. Reaching the target is the key, done so by manoeuvring the code-a-pillar via various tap and drag commands. These commands are to be carefully thought through, as if a mistake is made the player will need to locate it, and remedy it. A typical level construction will see each maze increase in difficulty, challenging the players ability to adapt and develop different strategies.

Snapshots from the “Think & Learn Code-a-pillar” App.

                

Accompanying the Code-a-pillar App is a Code-a-pillar robot. It is a colourful, bright and engaging motorised caterpillar that comes with 8 additional tail pieces and a red target disk. Each tail piece can be added to the caterpillar to make it perform different actions, including turn left or right, straight and pause. Extra tail pieces can be purchased to make the code-a-pillar travel further. The same style of logic is required by the user, who needs to achieve the target by implementing the correct sequence of commands in the form of the various behaving pieces.

Resource used in the classroom:

Using the Code-a-pillar app and robot in the classroom will enable students to develop an understanding of the foundational skills of coding, problem solving, and sequencing.

  • Large clear placemats with multiple squares can be used to develop students coding. A picture can be placed under one of the squares. Starting at the bottom of the placemat, students will attempt to correctly code the caterpillar so it reaches the picture.
  • During mathematics students can make predictions of how far the caterpillar will move for every time they make it travel make it go forward.
  • Students can write about the code-a-pillar in literacy.

By Felice Crisp

References: 

Australian Curriculum, Assessment and Reporting Authority (2016). Taken from website:http://www.australiancurriculum.edu.au/https://youtu.be/iYEKD1Befg8

http://www.pocket-lint.com/review/136360-code-a-pillar-the-pre-school-coding-caterpillar

https://www.commonsensemedia.org/app-reviews/think-learn-code-a-pillar

 

Run Marco!

Resource: Run Marco!

Subject: Digital Technologies

Year Level: Foundation – year 2

Strand: Digital Technologies processes and production skills

Sub Strand: Using digital systems

2.5 Follow, describe, represent and play with a sequence of steps and decisions needed to solve simple problems.

Link To Resource:

Website: https://www.allcancode.com/web

Cross curriculum priority and General Capabilities:

Critical and creative thinking (CCT) and Information and Communication Technology capability (ICT)

Links to other learning areas:

English and Mathematics

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

Content Elaboration: experimenting with very simple, step-by-step procedures to explore programmable devices. For example providing instructions to physical or virtual objects or robotic devices to move in an intended manner, such as following a path around the classroom

About the resource:

Run Marco is an effective teaching resource used within the classroom when introducing younger students to the concept of coding. The program features visual instructions to guide Marco through a series of levels as he tries to discover himself. It offers endless adventuring which supports learning in a range of computer programming concepts, including sequence of commands, iterations, conditions, functions and algorithms. Run Marco is a colourful, exciting and thoroughly enjoyable program that both teachers and students can enjoy discovering. Being available on both iPad and Android also makes it extremely convenient to use in the classroom.

Resource used in the classroom:

  • Run Marco can be incorporated into mathematics, it requires students to work on their counting up when directing Marco to the target. This fun and engaging activity also facilitates diverse learners.
  • In literacy students can further elaborate, writing about the journey/adventures Marco is experiences during their quest.
  • Run Marco offers embedded coaching to support students making it easier for teachers to run in the classroom.
  • Teachers and students can also build their own games for other peers to try. This also supports developing critical and creative thinking.

By Felice Crisp

References:

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

https://www.allcancode.com/web/schools