Classroom Designs

What does your classroom look like?

Subject: Design and Technology

Year: 2

Strand: Process and Production

Sub-Strands: Designing

Content Descriptor:
ACTDEP006 – Generate, develop and record design ideas through describing, drawing and modelling
ACTDEP007 – Use materials, components, tools, equipment and techniques to safely make designed solutions

Cross-Curriculum Priorities and General Capabilities:
Sustainability
-Numeracy
Critical and Creative thinking
-Information and communication technology (ICT) capability

Links to Other Learning Areas: Mathematics
ACMMG037 – Compare and order several shapes and objects based on length, area, volume and capacity using appropriate uniform informal units

Platform:
iPads
Website: http://classroom.4teachers.org

Overview:
This activity helps to develop students concept of designing a classroom using shapes to outline objects. The activity would be completed in a geometry lesson and looking at students recognition of shapes. Students will look at objects around the room and position them on their own template by incorporating various shapes to represent different objects. Once students have drawn their objects, they then need to use shapes in the website classroom architect to represent a layout of a classroom. The app allows you to print the final products to assist in assessment.

Roald Dahl

Marvellous Medicines Creations
Influenced by Roald Dahl’s, George’s Marvellous Medicine

Subject: Technologies

Year Level: 2

Strand: Digital Technologies

Sub-Strand: Process and Production skills

Content Descriptors:
ACTDIP003– Collect, explore and sort data, and use digital systems to present the data creatively
ACTDIP004– Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems

Cross Curriculum Priorities 
-Sustainability

General Capabilities:
-Literacy
-Critical and Creative Thinking
-Information and communication Technology (ICT) Capability

Links to other Learning Areas – Literacy
ACELA1470 Understand the use of vocabulary about familiar and new topics and experiment with and begin to make conscious choices of vocabulary to suit audience and purpose

Can use on a:
– PC
– APPLE products such as MacBooks and Ipads
Digital devices must have word and or powerpoint (Which ever you chose)

Overview of activity:
The unit of work is based from the text: Roald Dahl: George’s Marvellous medicine.
Students will be developing the concept of informative texts throughout reading the text and ability to create their own marvellous medicine. Students will use multi modal representations to show the instructions on how to make a marvellous medicine that they have created. This unit of work integrates digital technologies and links with Language, giving students a broader context of literacy components including capital letters, commas and full stops; as well as writing instructions with appropriate audience in mind.

Mamas codes – Explore. Create. Code

MAMA CODES- Explore. Create. Code

Subject: Digital Technologies

Year level- F- 2 (Ages 3-7)

Strand: Processes and Production Skills-  Follow, describe, represent a sequence of steps needed to solve simple problems (ACTDIP004)

Strand: Knowledge and Understanding- Recognise and explore digital systems (ACTDIK001).

Mama codes is a fantastic free online resource for the early childhood learning setting!! The site provides an opportunity for the students to dive into coding that is fun, enjoyable and educational. Through songs, rhymes, stories and history, the students are presented with a digital technology website which can be accessed through a computer, laptop or iPad. Bursting with patterns, computer codes, sequencing and mapping, this resource makes learning fun!

Link to resource: mama.codes/

Links to other learning areas: History, Geography, Literacy, Science,

Maths.

How to use this free resource:

Log onto mama.codes/ 

Click the button dive in!. This will then take the participants to the websites gallery.

Here the teacher or students decide which of the following area to commence coding:

  • Songs
  • Jokes
  • Nature
  • Poems
  • Rhymes
  • Stories
  • Histories
  • Travel

 

 

This caters for range of interests and preferences. The website contains plenty of animations, videos and information for the students to grasp the introductory concept of coding.

Natasa Jovanovic

Kodable

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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

 

 

Blue-Bot

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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)

Edison Robot

Edison Robot

Subject: Digital Technologies

Year Level: F-6

Strand: Both Digital 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.

Cato’s Hike: A Programming Adventure

Cato’s Hike: A Programming Adventure

Cato’s Hike unlocks the hidden programmer in students of all ages by allowing them to use a range of programming commands to take their character on an adventure.  These commands range from beginner level commands such as; walk, jump or turn, to more advanced commands such as; loops, go-to , if/then, branches, and chaining. 

About Cato’s Hike

Cost: $7.99 or explore Cato’s Hike Lite FREE

Cato’s Hike is a visually appealing application centred around a little character (Cato) who cannot take steps and actions on his own. The purpose of this app is for students (or any users) to use basic programming skills to direct Cato on his hike and to help him overcome obstacles. It teaches children the fundamentals of programming and how to think about solving complex problems in such a simple way. The game begins with 12 clear step by step tutorials to teach the users programming techniques such as walking, jumping and turning, progressing on to the more complex techniques such as loops, branches and chaining. Children can then complete up to 60 current levels, ranging from beginners to more advanced levels. Each of these levels teaches new concepts about programming in such a way that children will not even know they are learning.

Some other features:

  • Colourful and clear designed ‘cards’ to use for programming
  • Visual manual for parents/teachers
  • Map editor to create your own maps and puzzles
  • Email puzzle solutions to share with others
  • Sound effects and music

Here is a short clip of the character following a programmed sequence:

Subject: Technologies
Strand
: Digital Technologies
Substrand: Processes and production skills

Content descriptors

F-1: Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems (ACTDIP004)

3-4: Define simple problems, and describe and follow a sequenceof steps and decisions (algorithms) needed to solve them (ACTDIP010)

Implement simple digital solutions as visual programs with algorithms involving branching (decisions) and user input (ACTDIP011)

5-6: Design, modify and follow simple algorithms involving sequences of steps, branching, and iteration (repetition) (ACTDIP019)

Implement digital solutions as simple visual programs involving branching, iteration (repetition), and user input (ACTDIP020)

  • Numeracy
  • Information and Communication Technology (ICT) Capability
  • Critical and Creative Thinking

Links to other learning areas

  • English
  • Mathematics

Application Link

Cato’s Hike-
https://itunes.apple.com/au/app/catos-hike-programming-logic/id574335479?mt=8 

Cato’s Hike Lite FREE-
https://itunes.apple.com/au/app/catos-hike-lite-programming/id580699267?mt=8 

 

 

Code-a-pillar Newest Think and Learn Toy

Code-a-pillar Newest Think and Learn Toy

 

Subject: Digital Technologies

Year level: F-2

Strand:Digital Technologies processes and production skills

 

Australian Curriculum Content Descriptor:

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

Western Australian Curriculum Content Descriptors: 

  • Data can have patterns and can be represented as pictures, symbols and diagrams (ACTDIK002)
  • Use data to solve a simple task/problem (ACTDIP003)

What is it?

The Code-a-pillar is a toy by Fisher and Price released in 2016 as part of thier new Think & Learn range. The toy has a motorised head and comes with segments that represent different movements. Each segment tells the caterpillar what to do. Children are able to rearrange the segments to have the caterpillar do things in a different order.

The following video provides a more indepth look at how the code-a-pillar works and promotes coding with young children.

 

Class room activity

Depending on the students age a variety of lessons can be done utalising this resource. The Code-a-pillar as seen in the video comes with two disks. A starting disk and a target. For a more challenging activity students might have to program their caterpillar so that is able to finish on the disk.  This will link in well with the general capabilities of Critical and Creative Thinkers. The possibilities are completely endless with this toy and its accompanying App! Both the App and the Robot can be integrated into the Numeracy Curriculum.

 

Word from the Author

I personally bought this STEM promoting toy for my 3.5 year old for Christmas. He hasn’t even entered Kindergarten and is already programming his Code-a-pillar to go around dining room chairs. The fantastic thing is if the antenna on this robotic toy senses if it touches something lightly and the Code-e-pillar stops its sequences and pauses. At this point a child can take it back to the starting point and reprogram it or move it to a different position and press the power button again, thus starting where the Cod-e-pillar left off.

 

 

 

 

Kahoot

Subject: Digital Technologies

Year level: Years 1 – 6

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

123D Catch

123D Catch – Ipad app

Subject: Digital Technologies

Year level: F-2

Strand: Digital Technologies – Knowledge and understanding

Sub-strand: Digital Systems

Content description: Recognise and explore digital systems (hardware and software components) for a purpose (ACTDIK001).

Elaborations:

  • Playing with and using different digital systems for transferring and capturing data.
  • Exploring and using digital systems for downloading and storing information.

(As per Western Australian Curriculum – SCSA)

 

What is 123D Catch?

The 123D Catch app turns your mobile phone or tablet into a 3D scanner. By taking up to 40 photos of an object, this powerful software can produce a 3D digital model of the item to view it from all angles by rotating it on your screen or recreate a physical model (providing you have a 3D printer handy). It features sophisticated designing tools for remodelling your 3D digital object as well as interactive capabilities for sharing or uploading. 123D Catch is free to download and very user-friendly.

Link to the resource:

 

Cross-curriculum priorities and general capabilities:

  • Literacy
  • Critical and creative thinking
  • Information and communication technology

 

Links to other learning areas:

  • Mathematics
  • English
  • The Arts

 

Using this resource in the classroom:

This app allows anyone to digitalise an object into 3D format. And utilising the app’s tools to rotate the 3D digital object on a technology platform screen enhances the ability to visualise and examine the object in greater detail. In a classroom setting, students will find this software helpful in learning about 3D shapes and the relationship between shapes in many everyday objects. Learning can be further extended to geometry and design with the use of this app and its functions. By creating design projects for students with this app, they are challenged to problem solve and find solutions using their critical and creative thinking. It also provides an interactive component as students can share and comment on each other’s 3D images.

123D Catch supports many critical and creative skills that are valuable to children’s learning and development, such as:

  • Strategic use of digital media and technology
  • Reasoning and decision making
  • Designing and creating

 

How to use this resource:

  • Download the app by visiting the website (http://www.123dapp.com/catch).
  • Launch the app and follow the tutorial walk-through that covers all the features and how to use them.
  • Refer to the “Learn how to use 123D Catch” webpage (http://www.123dapp.com/howto/catch) and other helpful videos available on the website.
  • Take 20 to 40 photos of a chosen object (e.g. a teddy bear) from as many different angles as possible.
  • Review all your photos with the option to delete and retake more photos before uploading all the photos to a cloud-based 3D solving service.
  • The cloud software examines all the photos and extrapolates every common point and angle of the object shot then stitches them together to generate a textured 3D digital model.
  • The 3D digital model can simply be viewed and shared or used to produce a physical model using a 3D printer.

 

Requirements:

  • Wifi
  • Phone or tablet

 

Link to a video tutorial for this technology:

 

Link to more tutorials and helpful tips:

  • http://www.123dapp.com/howto/catch