Hopscotch

Using Hopscotch in the Classroom

Subject

Digital Technologies

 

Year Level

6

 

Strand

Digital Technology Processes and Production Skills

 

Sub strand

Digital Implementation

Implement and use simple visual programming environments that include branching (decisions), iteration (repetition) and use input (ACTDIP020)

Link to Resource

https://www.gethopscotch.com/

 

Cross Curriculum Priorities and General Capabilities

Numeracy, Information and Communication Technology (ICT) capacity and Personal and Social Capacity

 

Links to other Learning Areas

Literacy, Numeracy and Science

 

A classroom activity using this resource

Hopscotch can be used to teach students core coding concepts and language. Students can create their own mini-games on Hopscotch which, when published, their peers can play! If it is the students first experience with the App, explain what Hopscotch is first and what they will be creating as an end product. Telling students they will be publishing their own game for peers to play will spark their interests and give them the incentive to actively participate. Firstly, ask the students to click on Geometry Dash. This will be the game they will be creating. There is a YouTube video (https://www.youtube.com/watch?v=BO4II-DZTeo&list=PLOdVzumQi5YC-TaJloe9J3EqHpDJJWvWg&index=1) which explains how to create the game. This video can be paused and played by the teacher at the pace suitable for the class. Once students have had experience with the App and the game and are confident enough, they can make up their own Geometry Dash game which can be published for their peers to play.

 

How to use this resource

In order to use this resource, the app needs to be downloaded onto the class iPads. It is a free download from the App Store. Hopscotch can be used in many ways, such as creating own mini-games, drawing and patterns, Minecraft remakes, mini-websites, 2-player combats and much more. When using Hopscotch, students will be learning core coding concepts as well as problem solving, computational thinking and programming. There are many YouTube videos which help explain how to make a mini-game or use other parts of the App. It is recommended before teaching it to try it out first to get a good understanding of what you will be teaching. YouTube videos can be played on the IWB in the classroom where students can follow along at the pace needed. If students already have experience can move on ahead or help others in the class who are struggling. The Hopscotch website also has plenty of resources, even a curriculum, for teachers to use when they are teaching. When students are happy with their creation, they can also publish them so their peers can have a go at playing the game they created. Hopscotch is easy to use and student-friendly which is perfect to use in a classroom.

 

Plastimake

Using Plastimake in the Classroom

Subject

Design and Technology

 

Year Level

3/4 and 5/6

 

Strand

Design and Technologies Processes and Production Skills

 

Sub strand

Processing and Implementing

Select, and apply safe, procedures when using a variety of components and equipment to make solutions

 

Link to Resource

https://www.plastimake.com/

 

Cross Curriculum Priorities and General Capabilities

Numeracy, Information and Communication Technology (ICT) capacity, Critical and Creative Thinking, Personal and Social Capacity and Sustainability

 

Links to other Learning Areas

Science, The Arts

 

A classroom activity using this resource

Plastimake is a great resource to have and use in a classroom. An example of the many activities you can do with the Plastimake is linking it to the Science Curriculum when teaching Biological Science. In Year 4, students will be learning about features and adaptations an animal has to help them survive in their environment (ACSSU043). Getting the students to actively create the features and adaptions of different animals is a great way to introduce the topic and spark student interest. For example when students are creating a bird, pose the question what features do birds have? Why are those features important for their survival? Students will be following the procedure of how to use the Plastimake safely as well as creating something they have thought actively about. This hands on lesson is a great way for students of all levels to participate in as well as using the Technologies (Design and Technologies) Curriculum and the Science Curriculum together.

 

How to use this resource

In order to use this resource in the classroom, you will simply need to order the Plastimake from the website (linked above) and have a bowl of hot and cold water. Plastimake is non-toxic, very strong and biodegradable so is safe for students to use right at their desks, no newspaper required! The only danger in in using Plastimake in the classroom is making sure students do not put their hands in the hot water and they wait for their Plastimake creation to cool before touching it (only takes a few seconds to cool).

When you get the Plastimake you will notice they start off as small white pellets. These small pellets, when put in the warm water, will become transparent. Once the pellets have stuck together, use a fork or other implement to take the Plastimake out of the water and let it cool for a few seconds. Once cool, students can then mould and create the Plastimake into the shape they want. Once students are happy with their creation, it gets placed into the cold water until it hardens. Once it hardens, students can paint their creation and have a well presented final product.

The great thing about Plastimake is how lightweight but highly durable it is. Another great thing about Plastimake is if you are unhappy with the creation, simply place it back into the warm water to reuse and then remould. Plastimake is quick and easy to use, reusable, strong, non-toxic, versatile and clean and is a great resource to use when teaching Design and Technologies.