Popplet

Popplet

Subject:

Design technologies

Year level:

Upper primary

Strand:

Design and Technologies Processes and Production Skills

Sub-strand

Designing

Content descriptor:

Generate, develop, and communicate design ideas and decisions using appropriate technical terms and graphical representation techniques(ACTDEP015 – Scootle )

What is it?

Popplet is a fun and engaging graphic organiser tool for students to organise and represent their ideas. Students create digital mind maps based on what they are learning in class and create relationships between these ideas. Students personalise their own graphic organiser by allowing them to insert images, texts and videos as well as selecting different colours, shape and positions of ideas. The mind-map can be saved, exported and shared on other types of digital platforms.

How do I access it?

Popplet can be accessed on a computer using the Internet – whether this be laptops or desktops. It can also be accessed using iPads through the use of the Popplet application. There are two applications you can choose from that include the free version, Popplet Lite, and the paid version of $7.99. The Popplet Lite is limited to one Popplet while the paid version lets you create an unlimited number of Popplets.

Cross-curriculum priorities and general capabilities

Literacy, Numeracy, Information and Communication Technology (ICT) Capability, Critical and Creative Thinking.

Links to other learning areas

Popplet can used for any subject. It can focus on one or multiple.

 

Kahoot!

Kahoot!

Kahoot!

Subject:

Technologies

Year level:

Year one – year six

Strand:

Digital Technologies

Sub-strand

Digital Technologies Processes and Production Skills

Content descriptor:

Plan, create and communicate ideas and information independently and with others, applying agreed ethical and social protocols (ACTDIP013).

What is it?

Kahoot! Is a fantastic way to introduce technology into the class room. It is an online game-based system that allows individuals to answer questions in the form of multiple choice.The creator of the quiz (this can be either the teacher or student) choices the questions or the quiz type to further develop what they are learning in the classroom. These answer choices are represented using symbols and colours. The questions can include videos, pictures and words.

Kahoot! is typically displayed on a large screen using the teacher account and students answer the questions using their own technological device such as iPads, smartphones or computers.

Students can play individually or in groups and are able to select their individual or group name. Students are rewarded with points on their accuracy and how quick they can answer the questions.

After every question the teacher and students are given the current score board represented in numbers and graphs.

How do I access it?

It is easily accessible through an URL address. Once you as a teacher have accessed this page you can create a free account and create your quiz, survey or discussion. Once this is created, the teacher is given a secret pin once they make the game live. Students access the live game by typing in the pin after accessing the student link. They do not need an account or an application to access the Kahoot! game on their device.

Link:

Teacher Link: https://getkahoot.com/
Student Link: https://kahoot.it/#/ 

Cross-curriculum priorities and general capabilities:

Literacy, Numeracy, Information and Communication Technology (ICT) capability and Critical and Creative Thinking

Links to other learning areas:

Kahoot! can used for any subject. It can focus on one or multiple learning areas.

Scratch

Scratch

Subject: Digital Technologies

YearLevel: 5-6

Links to other Learning Areas: Literacy, Numeracy, The Arts, HASS and Science

Links to Cross Curricular Priorities/ General Capabilities: Numeracy, Critical and Creative Thinking, ICT.

Platform: Desktop/Laptop

Cost: Free

ACARALinks:

  • Design, modify and follow simple algorithms involving sequences of steps, branching, and iteration (repetition) (ACTDIP019)
  • Implement digital solutions as simple visual programs involving branchingiteration (repetition), and user input(ACTDIP020)
  • Acquire, store and validate different types of data, and use a range of software to interpret and visualise data to create information (ACTDIP016)
  • Examine the main components of common digital systems and how they may connect together to form networks to transmit data(ACTDIK014)

What is it?

Scratch is a Coding program that can be used in the classroom, to teach the basics of coding computers, however can also progress into more difficult coding projects as well. Scratch can be used by students with varied levels of capabilities, and is a fantastic tool to use in a peer teaching situation.

How is it used?

The program is both an online program accessed through Google Chrome (or FireFox) and can also be downloaded as a program onto any Desktop/Laptop computer. Students learn to create codes to animate backgrounds, images and characters. The online version is fantastic, as it has tutorials for students (and teachers) of different levels of ability. The tutorials go through step-by-step processes in order to achieve the set out goal. The program allows users to create stories, games and animations. Scratch can be used as a platform for students to present assignments as well as create interactive quizzes and games to be shared with peers.

Skills developed 

Practicing using code

Problem solving skills

Learning the language of code

Software knowledge

Accessing Scratch 

https://scratch.mit.edu

The image to the right is an example of how students develop of code in order to create an animation.

Codingame

Codingame

Subject: Digital Technology

Year Level: 6

Strands:Digital Technologies: Knowledge and Understanding and Process and Production skills

Sub strands:Investigate and Define and Representation and Production skills

ACARA Links 

Data is represented using codes (ACTDIK015)

Create and communicate information, including online collaborative projects, using agreed social, ethical and technical protocols (codes of conduct) (ACTDIP022)

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

English

Mathematics

What is it?

Codingame is a program that allows students to improve their programming skills, while essentially playing a game! It allows students to develop a great base level understanding of coding with a lot a practice and turns their learning into a game. This program allows students to solve problems and learn new concepts while being motivated to learn more about how to code and program. Codingame is a great base tool for teachers to use to introduce students to coding and programming and building their digital technologies knowledge and skills.

How is it used?

Codingame can be used and accessed via the link to the resource. The program offers different options of how to play the game where they can participate in challenges and move through the levels of the game all while learning and developing their skills in pure code. The game can be scored, where the score is generated through how well the ‘code’ that the students have developed meets the specifics of the game.

Link to the resource

https://codingame.com/start

 

Skills developed

Practice pure code

Problem solving skills

Learn the language of code

Software knowledge

Image result for codingame

Using the PrimaryConnections Science Program to Teach Technology

Using the PrimaryConnections Science Program to Teach Technology

Learning Area

Design and Technology

Year Level

Four

Strand

Technologies Contexts

Sub-Strand

Engineering principles and systems

Forces, and the properties of materials, affect the behaviour of a product or system (ACTDEK011)

This is from the School Curriculum and Standards Authority (SCSA) however the equivalent for the Australian curriculum can be found online.

Link to the Resource

Hard Copy ($42):

https://www.primaryconnections.org.au/shop/2PC405-BK

Online resource available on Scootle for free; however, you will need to create an account:

http://www.scootle.edu.au/ec/viewing/S7161/Package-it-better-2012/index.html

To watch PrimaryConnections in action within the classroom click here and it will take you to their YouTube channel:
https://www.youtube.com/channel/UCmx-UK7n-78qwCi4tnJYdDQ

Cross Curricular Priorities

Critical and creative thinking (CCT), Personal and social capability (PSC)

Links to Other Learning Areas

Science, Literacy, Mathematics

Some Background on the Creators

The Australian Academy of Science has linked science with literacy through the innovative program that is PrimaryConnections. The many lesson ideas and units created through PrimaryConnections use an inquiry-based approach to develop students’ knowledge, understanding and skills in both science and literacy; however, many of the lessons can be adapted to suit teaching different aspects of the curriculum. To find out more, please visit the PrimaryConnections website at https://primaryconnections.org.au/about.

Using this Resource

Whilst this resource is set to a quite specific year level and section of the curriculum, it is very easy to implement in the classroom. The program is an eight week course that is designed to cover an entire section of the year four chemistry curriculum. However; looking deeper into the content and tasks required of the students, it is actually a program that coincides very closely with the technologies curriculum. The program is essential lesson plans that include diagnostic, formative and summative assessments; with sequential lessons that build on each other with every activity. The entire program is extremely hands on, with each child being placed into groups and assigned a role, which is linked to improving personal and social capabilities. It caters for visual, audible and kinaesthetic learners. Much of the work is already done for you, it just needs to be adapted to have more of a technology focus if you so desire. If year four is not your year, PrimaryConnections offer science programs for every year level K-12, all of which have ideas on how to teach lessons based on technology. It is just up to you to adapt the program accordingly!

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.

Introduction to Design and Technology Process and Engineering

http://splash.abc.net.au/home#!/media/1575277/

 

Year: 5-6

Curriculum areas:

  •  Technology and Society

           How people address competing considerations, including sustainability when designing products, services and environments for current and future use (ACTDEK019)

  • Design and Technology Processes and production skills

         Designing

Design, modify, follow and represent both diagrammatically, and in written text, alternative solutions using a range of techniques, appropriate technical terms and technology

 

It is always important for students to understand why they are learning something. To introduce them to the why we learn about design and technology we can talk about an Engineering career. The following video will also assist students in understanding how the design process works and prepare them for the inevitable mistakes that can occur.

This video can be at the start of a unit as an engaging hook for students. From here students can learn about sustainability and propose solutions to problems that face today’s society in relation to food production.

 

Popplet

Subject: Design Technologies

 

Strand – Processes and Production Skills
Sub strand – Designing
Develop, communicate and discuss design ideas through describing, drawing, modelling and/or a sequence of steps.
General Capabilities:

  • Literacy
  • ICT
  • Creative and critical thinking

Links to all other learning areas
Objective:
Popplet is a visual tool that allows students to show ideas. It is an engaging tool used for mind mapping, graphic organisers, timelines and other forms of visual organisation. Popplet focuses on brainstorming and can also be used as a presentation tool.

How to use this resource

  • Register with Popplet
  • Begin by developing a project by creating a popple.
  • Add text by clicking on each popple.
  • Videos and images can be imported from Facebook or YouTube, or any file saved on the computer.
  • The drawing tool is used to write notes or sketch.
  • Other users can leave feedback using the comment function.

iMovie

Subject: Digital Technologies

 

Year Level: Year 1 – 6

 

Strand: Digital Technologies Processes and Production Skills

 

Sub-strand: Using digital systems

 

Link: https://itunes.apple.com/au/app/imovie/id377298193?mt=8

 

Links to all other areas

 

Objective:
Students can use technology to visually show creativity and individuality. The editing tools on the app allow students to create a variety of different types of movies which they can then show to the rest of the class as a project.

 

How do you use it?

  • Import video using clips from your camera
  • Import images or music
  • Edit clips
  • Combine clips into a movie
  • Add effects or titles to clips

 

Ways to use it in the classroom:

  • Creating visual presentations
  • Using for projects
  • Video reports
  • News telling
  • Story telling

Technology as if people and planet mattered

Technology saving millions of lives.

As simple as a smoke extraction system?

Over four million people die each year after inhaling smoke from kitchen stoves and fires.

Most victims are women and young children. But these are deaths that could be prevented – using simple solutions.  

Have you been looking for authentic content?

Technology as if people and planet mattered – catchy title? I was hooked…

Who would have ever known that the world of Technology was so HUGE!  It’s not really enough to write just one or two blog posts for a university assignment, to reflect the distraction that all this new information has inflicted on my days.

With a strong passion for justice and equity I am thankful for the Australian Curriculum, General Capabilities for giving me permission to incorporate Ethical Understanding, Intercultural Understanding, Personal & Social capability and Creative and Critical thinking into my professional life as a teacher. Whilst I am thanking the Australian Curriculum, let’s say YAY!! for the Cross-Curricular Priority of Sustainability.

If you are looking to broaden your perspectives on Technology and its uses, check out this website. http://practicalaction.org

“Practical Action is an international non-governmental organisation (NGO) that uses technology to challenge poverty in developing countries.

We find out what people are doing and help them to do it better. Through technology we enable poor communities to build on their skills and knowledge to produce sustainable and practical solutions- transforming their lives forever and protecting the world around them”.

Subject:                 Design and Technologies

Year Level:          Teachers of all year levels

Strand:                  Knowledge and understanding 

Sub strand:         Technologies and society

Technologies contexts

  1. Engineering principles and systems,
  2. Food and fibre production
  3. Food specialisations
  4. Materials and technologies specialisations

Strand: Processes and production skill

Sub strand: CREATE SOLUTIONS

  1. Investigating and defining
  2. Designing
  3. Producing and implementing
  4. Evaluating
  5. Collaborating and managing

Using this resource…

Build your content knowledge and be supported with ready-made resources.

Practical Action is just one of many organisations promoting the positive use of technologies in developing countries. It offers many ideas and resources to use as inspiration for your technologies content. A free book (link below) on the subject of social justice is also available through their website. Supporting power point presentations and resources from Practical Action can be found on the TES website.

https://www.tes.com/member/PracticalAction

“A powerful new book sets out the need for looking at technology from human and environmental perspectives, and how to change the status quo”.

http://practicalaction.org/rethink-retool-reboot

Free download of the book at this address

http://www.developmentbookshelf.com/doi/book/10.3362/9781780449043

An article on Technology perspectives from Simon Trace – author of Rethink, Retool, Reboot

https://www.eiuperspectives.economist.com/simon-trace

 

Did you know?

‘that burning an open fire in your kitchen is like burning 400 cigarettes an hour”

Dr Kirk Smith – Professor of Global Environmental Health.

BE CHALLENGED AND BE INSPIRED