What is it? Kahoot! is an online quiz game, in which students can either play individually or as teams from multiple devices. The teacher creates an account and can create customised quizzes relating to the content the class has been learning. The teacher projects the quiz onto the interactive whiteboard. This allows students to view the questions, as questions are only view-able from the teacher account. Each game has a unique pin-code, and the students log into the game using the pin-code. The quizzes are a multi-choice platform, where students answer questions via selecting the correct answer (represented by both colours and symbols) from their device. Students score points for accuracy of their answer and for the fastness in which they answer. It is a great resource to use to test students’ knowledge as a summative task while incorporating ICT. Images and videos can also be added to the questions. At the end of each answer, students are provided with a graph of results, showing how many people chose what answer. These results remain completely anonymous to the students.
Application in classrooms via the use of the curriculum: I believe that this app would be most effective for students in middle to upper primary, but could possibly be modified for use in year 2. We will be looking at year 3-4.
Subject: Technologies
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)
This content descriptor was chosen because aspects of the website can relate to this. Students canhelp plan and create quizzes with teacher help and test their peers.
Sub-strand: Design and technologies process and production skills
Bands: 3 to 7
Boost is Lego’s latest introduction of Lego robotics to 2017. Boost is a step up from Lego’s Mindstorms and WeDo 2.0 robotics kits, introducing movement to Lego. Boost gives students the opportunity to engage in the active learning process, whereby students construct their own learning. Boost is not only fun, but it’s also educational. Using the software available on the Lego Boost website, teachers can tailor learning experiences which are relevant, hands on and fun, while learning the fundamentals of coding and computational thinking.
How?
Boost has over 60 different coding activities available. Teachers can select the activity they would like to incorporate into their learning experience from the Boost App, available for most Android and Apple devices. Coding with Lego is easy, students demonstrate their problem solving skills and ability to think critically by programming their Lego Boost creation to suit the learning task. Boost Lego has special bricks including a motor and sensors, which gauge surrounding colours and distance from objects in its path.
LEGO Boost isn’t available until August 2017, however children and adults are bursting to try this new technology!
Content Descriptors
Year 3 to Year 4
Generate, develop, and communicate design ideas and decisions using appropriate technical terms and graphical representation techniques (ACTDEP015)
Select and use materials, components, tools, equipment and techniques and use safe work practices to make designed solutions (ACTDEP016)
Plan a sequence of production steps when making designed solutions individually and collaboratively (ACTDEP018)
Year 5 to Year 6
Generate, develop and communicate design ideas and processes for audiences using appropriate technical terms and graphical representation techniques (ACTDEP025)
Select appropriate materials, components, tools, equipment and techniques and apply safe procedures to make designed solutions (ACTDEP026)
Develop project plans that include consideration of resources when making designed solutions individually and collaboratively (ACTDEP028)
Year 7 to Year 8
Critique needs or opportunities for designing and investigate, analyse and select from a range of materials, components, tools, equipment and processes to develop design ideas (ACTDEP035)
Select and justify choices of materials, components, tools, equipment and techniques to effectively and safely make designed solutions (ACTDEP037)
Use project management processes when working individually and collaboratively to coordinate production of designed solutions (ACTDEP039
Strand: Knowledge and understanding – Sub strand: Technologies and society
How people address competing considerations, including sustainability when designing products, services and environments for current and future use (ACTDEK019)
Strand: Processes and production skills – Sub strand: Creating solutions by: Designing
Design, modify, follow and represent both diagrammatically, and in written text, alternative solutions using a range of techniques, appropriate technical terms and technology.
Physical Sciences – Light from a source forms shadows and can be absorbed, reflected and refracted (ACSSU080)
How to use this idea in the classroom:
Literacy: Design a brochure or advertisement outlining the benefits of solar power compared with other non-renewable types of energy. Describe how to construct a solar oven, what is needed and outline some pros and cons of the use of them.
ICT: Use the ABC splash website and solar oven activity in order to test out different designs and materials that could be used in the construction of their own solar oven.
Design and Technology: Using digital technologies, students will research different solar oven designs. From this research, students will use a range of recycled materials to design and build their own oven. Once these ovens are complete, they will be tested on a sunny day to cook a snack.
Science: Students will investigate how they can use different materials in order to manipulate the sun’s rays.
Subject: Technologies Year Level: Suitable for all years
Strand: Digital Technologies Sub strand: Digital Technologies Processes and Production Skills
Recognise and explore patterns in data and represent data as pictures, symbols and diagrams (ACTDIK002)
Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems (ACTDIP004)
Overview of Kodable: Kodable makes learning to code fun for students. They must drag and drop commands to program their fuzzy character to get through a maze. By doing this, they learn problem solving, computational thinking, sequence, conditions, loops, functions and debugging. These are skill necessary for learning any programming language.
Kodable includes interactive tutorials for each new concept. Students can learn new programming terms and logic without any adult assistance. The tutorials are completely voiced and walk kids through the first problem in each new lesson.
You can also download the app for free on your iPhone, iPad or tablet!
For more information and to purchase visit: https://www.kodable.com/resources
Subject: Technologies Year Level: Suitable for all years
Strand: Digital Technologies Sub strand: Digital Technologies Processes and Production Skills
Recognise and explore patterns in data and represent data as pictures, symbols and diagrams (ACTDIK002)
Identify and explore a range of digital systems with peripheral devices for different purposes, and transmit different types of data(ACTDIK007)
Overview of Blue-Bot: Blue-Bot is a robot that can be programmed in a variety of ways providing progression for children. It is controllable via bluetooth which means you can control it with your tablet or PC. It provides children with a means of creating their own logical programming sequences in a fun and interesting way.
At the beginning the keys on the Blue-Bot’s back are pressed to control forward, backward, 90 degree turns, to pause and to stop. Using this approach children can build their first programs in simple logical steps. The Tactile Reader helps children further develop their programming skills by allowing them to visually create a linear programming sequence by placing cards into frame. For clarity, card sequences can be arranged either horizontally or vertically. Finally, it can also be controlled remotely by Apple, Android or Windows devices providing a wonderful practical example of programming a physical device.
The Blue-Bot comes ready to go with a rechargeable cell and USB recharging lead. Numerous other Blue-Bot resources are available, supporting its use in the classroom.
For more information and to purchase visit: http://www.tts-group.co.uk/blue-bot-bluetooth-programmable-floor-robot/1007812.html?utm_source=youtube.com&utm_medium=socialmedia&utm_campaign=BBvid16
Links to other learning areas: Mathematics
Content Descriptors: Location and transformation
Give and follow directions to familiar locations (ACMMG023)
Identify and describe half and quarter turns (ACMMG046)
Strand: BothDigital 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.
Strand: Digital Technologies processes and production skills
Years 1- 2: Digital Technologies Processes and Production Skills
Share and publish information in a safe online environment, with known people (ACTDIP006)
Years 3-4: Digital Technologies Processes and Production Skills
Work independently, or collaboratively when required, create and communicate ideas and information safely (ACTDIP013)
Years 5-6:Digital Technologies Processes and Production Skills
Create and communicate information, including online collaborative projects, using agreed social, ethical and technical protocols (codes of conduct) (ACTDIP022)
Link to the resource: https://getkahoot.com/
Cross-curriculum priorities and general capabilities:
Information and Communication Technology (ICT)
Literacy (LIT)
Critical and Creative Thinking (CCT)
Personal and Social Capability (PSC)
Intercultural understanding
Links to other learning areas:
Kahoot can be incorporated in all learning areas including; Literacy, Mathematics, Health and Physical Education, Society and Environment, Religion and Science.
A classroom activity using this resource:
Kahoot! can quickly become a go-to for teachers looking for an engaging way to run checks for understanding, act as an assessment tool or act as a concluding lesson activity. This engaging, motivating and interactive resource allows students’ to develop their computational and critical thinking by analysing and organising data. This resource allows students to either collaborate with peers or work individually.
Kahoot! is a free game-based learning platform, that makes learning fun and engaging for all subjects, languages, ages, abilities and on any device. This resource is used to create quizzes, class discussions or even surveys. Students are able to easily access the application by logging in with a specific game pin, generated by a teacher once they have created or selected a classroom quiz. Students have the opportunity to create their own quizzes which can also be shared (Kahoot, 2017).
I have seen this resource implemented within a classroom and I was extremely impressed with how engaged and motivated all students are when completing the task. Kahoot! created a social, fun and game-like learning environment for all.
How to use this resource:
Reference List
Kahoot! learn happy, learn loud (2017). Retrieved from https://getkahoot.com/how-it-works
Strand: Knowledge and Understanding & Processes and Production Skills
Sub strands: Representation of Data & Collecting, Managing and Analysing Data
Different types of data can be represented in different ways (ACTDIK008)
Collect and present different types of datausing simple software to create useful information (ACTDIP009)
Link to the Resource: https://kahoot.it/#/
Cross curriculum priorities and general capabilities
Literacy
Numeracy
Information and Communication Technology (ICT) capability
Critical and Creative Thinking
Links to Other Learning Areas:
English
Health and Physical Eduacation
Humanities and Social Sciences
Languages
Mathematics
Science
The Arts
A classroom activity using this resource:
This resource can be implemented into any classroom that has internet connection, using either computers, iPads, interactive white boards or even mobile phones. It is designed to accomodate any of the learning areas by allowing any questions to be placed into the question boxes. A great example for this resource would be to question students on a topic that they have recently been learning. Students have to use their computational thinking skills to identify the correct answer and use their digital and ICT capabilities to answer the questions. Either the student or the teacher can comprise these questions, while the remainder has to select the correct one using a multiple choice system. Once all players have answered, the correct answer will be revealed. It is an effective way for students to focus on their own thinking and understanding of any learning area, and how technology can so simply be integrated into every day learning.
How to use this resource:
1. Visit the Kahoot website.
2. Click create a new Kahoot.
3. Insert questions that you wish to ask, as well as four answers, only one of them being correct.
4. Select the amount of time you would like to allow students to answer these questions.
5. Complete setup and get students to login to the Kahoot site using the login number.
6. Students create a player name, and login to the portal, once all students are logged in the game can proceed.
Students answer questions by pressing on their own individual technology device. After this, it will inform how many students voted for what answer, as well as what answer is correct. The students can also see who answered correctly the fastest, distributing points. Once the game has ended, a score is revealed as to who answered the most questions correctly and promptly.
Teachers can also print out the results from these quizzes to see percentages for student answers to evaluate understanding of the topic, as well as view which answers students did/ did not answer correctly for more information.
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.
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 designingsustainable 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
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.
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