Boogie Bot – Grooving Fun

Meet Boogie Bot. Boogie Bot = Fun.

Boogie Bot is an interactive learning App that enables children to program a robot to dance. Programming the robot introduces children to the basics of coding as they interact, and develop skills using ‘Blocky’, a visual programming language. As children learn to code with coding blocks they turn ‘Boogie Bot’ into a grooving, dancing master.  

This App has 5 different categories, with varying levels of difficulty. Each category introduces a different programming concept to enrich learning.

 

 

Year Level: Year 2

In the classroom: 

Boogie Bot allows each child to build a robot using a blue print design, and then program it to dance along with hip music in an illuminated ‘dance zone’. Once a dance sequence has been programmed, the children transform the dance room into a grooving zone with opportunities to share their dance and earn rewardsDance action blocks are used to create dance moves with a variety of options for children to include special effects. Rewards are earned as the children progress through different levels. This app could be integrated into Health & Physical Education by fostering ‘Boogie Bot Brain-Breaks’ during lesson transition times. The children can have ownership and design their own ‘brain-breaks’ to create those essential moments throughout the day to activate bodies and brains!

Subject: Digital Technologies

Strands:

1. Knowledge & Understanding – Digital systems

  • The components of digital systems: hardware, software and networks and their use.

2.  Processes & Production Skills

  • Defining problems and designing digital solutions (Year 2)
  • This App supports development of Computational Thinking and enriched learning as children learn the basics of computer Science. These include; Algorithmic thinking, sequential processing, pattern recognition and looping.

General Capabilities:

Literacy, Numeracy, Information & Communication Technology, Critical & Creative Thinking

Integrated Learning Opportunities:

English, Health & Physical Education, Mathematics.

Content Descriptors:

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

Recognise and explore patterns in data and represent data as pictures, symbols and diagrams(ACTDIK002)

Recognise and explore digital systems (hardware and software components) for a purpose(ACTDIK001)

Getting Started:

 

iPad Screen Shots:

  

 

Link to this resource: 
www.nybleapps.com/privacy

Additional Information: 

This app is designed for both iPhone and iPad
  • Free
  • Category: Education
  • Updated: Mar 20, 2017
  • Version: 1.02
  • Size: 178 MB
  • Language: English
  • Seller: NybleApps LLC
 Compatibility: Requires iOS 8.0 or later. Compatible with iPhone, iPad, and iPod touch.

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

QR codes and Plickers

Plickers

What is Plickers?

Plickers is a tool that can be used by students and teachers to gather real-time data.  Teachers can use Plickers  for diagnostic, formative and summative assessment. Plickers can be used for assessment, as a voting tool (for example deciding what sport students want to play for morning fitness) or in any learning area.

Plickers is linked to an app on the iPad or tablet. Students have a QR code and a series of questions to answer, depending on what they think the answer is determines which way they hold their QR code up. The teacher then scans the room with an iPad or tablet picking up all the students answers.

When I used Plickers in the classroom I displayed the questions and answers on the Interactive Whiteboard, that way the students could read and answer the questions. Once they had answered the question we could compare the data, we could look at a graph to see how many students got the answer correct or incorrect and we could compare percentages. Displaying the information on the Interactive Whiteboard allowed all the students to see if there QR codes had been scanned or not (their name would turn from red to green).

Plickers can be incorporated into all learning areas in different ways. I found incorporating it into mathematics was a great way for for me to assess students understandings, from there I could determine what needed to be taught in more depth and what students understood. Plickers was a great way for all students to participate because it was hands on, interactive and the answers were private.

Useful information for teachers

  • Pictures can be added to the questions
  • Only 4 options/ answers can be added
  • Plickers allows teacher to focus on teaching rather then preparing
  • It is free to sign up and the QR codes are provided

Year

  • Year 3 and Year 4
  • Year 5 and Year 6

Below I have given you the Australian Curriculum details for Year 3 and Year 4.

Subject: Digital Technologies

Strand: Digital technologies knowledge and understandings and digital technologies process and production skills

Curriculum Links

Digital Technologies

  • Recognise different types of data and explore how the same data can be represented in different ways (ACTDIK008)
  • Collect, access and present different types of data using simple software to create information and solve problems (ACTDIP009)
  • Plan, create and communicate ideas and information independently and with others, applying agreed ethical and social protocols (ACTDIP013)

General Capabilities

  • Information and Communication Technologies (ICT) Capabilities
  • Numeracy
  • Literacy
  • Critical and Creative thinking

To get started and for more information about Plickers click the link below

https://plickers.com/

Jessica Mann – A Healthy Lifestyle is a Good Lifestyle

FoodSwitch

Subject: Technologies

Year Level: Year 5

Strand: Digital Technologies – Processes and Production Skills

Sub-Strand: Collecting, Managing and Analysing Data – Collect, store and present different types of data for a specific purpose using software (ACTDIP016)

Accessing the App:

Cross-Curriculum Priorities:

  • Sustainability

General Capabilities:

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

Links to Other Learning Areas:

  • English
  • Numeracy
  • Health and Physical Education

How can an app lead us to a Healthier Future?

Bupa and The George Institute have created the app ‘FoodSwitch’. This app is used to help people find the healthiest brand for a desired food item. It helps individuals and families make healthier choices by giving alternatives (or ‘switches’) for different items based on the quantities of sugar, saturated fat, salt and kilojoules. It helps to take away the overwhelming feeling of reading food labels to decide which is the healthiest food by comparing the foods for you after simply scanning the products barcode!

How does the FoodSwitch app work?

  1. Download the app from the App Store (iPhone/iPad) or from Google Play for FREE
  2. Once in the app, you can select the filter you would like. There is a generic FoodSwitch option as well as SaltSwitch, EnergySwitch, FatSwitch and SugarSwitch option. Each shows the healthier option (in a traffic light system or Health-Star rating way) listed first based on the nutritional value of the product scanned. GlutenSwitch is also a filter which shows gluten-free alternatives. *FILTER CAN BE CHANGED WHENEVER DESIRED

Image shows options of the filters on the FoodSwitch app

  1. After selecting a filter, under the scan button, you can scan any food products barcode. Alternatives are then given to this product (the different nutritional values are shown in a traffic light system or by the Health-Star ratings)

Image shows how products nutritional value is shown in a traffic light system. Seen below are healthy alternatives for the product scanned (healthiest at the top).

  1. As many items as desired can be scanned and all appear under the ‘Recents’ button
  2. Underneath the scanned product, alternative brands are listed  with healthier choices to ‘switch’ the scanned product with being listed at the top

FoodSwitch Benefits for Students:

  • Improves design thinking. Students are required to create an outcome (based on healthy food options) that will benefit people
  • Students are reading data (using mathematics knowledge)
  • Students can use it in a cooperative working group so learn how to work with others and take turns
  • Students can use the app at home to educate their own family on healthy food options
  • Students are learning a easy way to make healthy food options
  • Students understand how a healthy lifestyle is sustainable for their lives as an app as simple as this can be used to provide healthy alternatives

Classroom Activity using FoodSwitch:

This is an engaging way for students to increase their digital technologies knowledge while learning about healthy food alternatives. FoodSwitch can be used by students of all ages to promote healthy eating. This app encourages students to compare data and base judgements on this data. Younger students can use this app to simply compare the different nutritional areas of food products and decide which are healthier alternatives. Older students can use this app in conjunction with a case study. They can have information about a ‘family’ and use this app to scan different food products and decide which would be most beneficial and improve their ‘families’ health in necessary areas. This app can be used in individual, partner and group work settings and works with any tablet or iPad. Students can use knowledge they learn through this app to educate their own family about healthy eating and healthy food alternatives.

Further information:

Accessed on: http://www.bupa.com.au/health-and-wellness/tools-and-apps/mobile-apps/foodswitch-app

*This app requires access to wifi*

 

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

 

Webquests by Celia Bartels

I know that a WebQuest is no new technology, but I feel that sometimes it is very understated… 

Image Retrieved From: www.webquests.ch/patricsday.html

Subject: Digital Technologies

Year Level: 3-4

Strand: Digital Technologies processes and production skills

Sub Strand: Collect, access and present different types of data using simple software to create information and solve problems (ACTDIP009)

A WebQuest is an inquiry-based lesson format using information that comes from the web. These can be created using various programs, like PowerPoint or  a simple word processing document that includes links to websites.

Students can make their own WebQuests using algorithms and simple programming skills. This has such a wide cross-curricular possibility.  The aim could be History and the students can work in groups to program and design a digital WebQuest researching the History topics, all the while implementing valuable technology skills in creating these WebQuests. These can then be exchanged to other groups to explore.

Students will use the following skills:

  • Researching
  • Referencing
  • Digital Technologies
  • Design and Technologies
  • Along with an in depth understanding of the unit they are doing the WebQuest in, e.g. History or Geography

Image Retrieved From: www.webquests.ch/patricsday.html

 

Please see this video on how to make a WebQuest:

You can of course, let the students make a WebQuest (as mentioned above) in a PowerPoint with hyperlinks taking you straight to research material from the web. They can add diary notes and quizzes and even puzzles. This is a fun interactive way to learn 2 strands of the curriculum at the same time.

ShowMe App

Subject: Design and Technologies

Year level: 4

Stand: Processes and Production Skills

Sub-strands: Designing

Content Descriptor: Develop and communicate design ideas and decisions using annotated drawings and appropriate technical terms

Cross-Curriculum Priorities and General Capabilities:

  • Critical and Creative Thinking
  • ICT Capabilities

Links to Other Learning Areas:

  • Literacy
  • Numeracy
  • HASS
  • Science
  • Media Arts

Platform: iPad, Interactive Whiteboards

Link to purchase:

http://www.showme.com

Also Available for purchase from the App Store

Overview: (What does it teach)

ShowMe is an easy and simple app that allows teachers and students to create tutorials about a topic, that can be shared across multiple devices, such as an Interactive Whiteboards and iPad. Uses can add diagrams, texts and drawings to explain concepts as well as photos.

In the classroom this app could be used in a Mathematics lesson to explain the concept of chance and data. Students are able to create tutorials explaining their understanding of the topic using visuals that they have drawn, such as dice or an array. Voice recordings can also be added for students explain their ideas. Students are then able to share their tutorials with peers or as a form of assessment for teachers to assess what level of understanding the students have of the concept.

Reference:

http://k10outline.scsa.wa.edu.au/home/p-10-curriculum/curriculum-browser/technologies/design-and-technologies2

http://www.showme.com

 

 

Shadow Puppet

Shadow Puppet – Ipad app

Subject: Digital Technologies

Year Level: F-2

Strand: Digital Technologies – Processes and production skills

Sub-strand: Collecting, managing and analysing data

Content description: Collect, explore and sort data, and use digital systems to present the data creatively (ACTDIP003).

Elaboration: Using common software to present data creatively, for example as a slideshow, movie, sounds, image, chart, word art, poster or drawing.

(As per Western Australian Curriculum – SCSA)

 

What is Shadow Puppet?

Shadow Puppet is free downloadable app for students to create their own digital resource as video slideshows. Students can use a combination of photos, videos, narration, music, text overlay, and drawings to design and customise a presentation on any given topic. This app includes an abundance of features on a visually attractive interface that makes it extremely 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:

  • English
  • The Arts

 

Using this resource in the classroom:

This app can allow students to tell a story, explain an idea or document their learning. It would be ideal in producing a summative final product for any unit of learning or project. It can formulate a combined collection of resources in a single digital resource for easy viewing. For example, students that undertake a project in the visual arts learning area which requires them to document the process from design to creation, can easily utilise this technological resource to demonstrate their sequence of work in a clear and attractive manner. This would be easily achieved by combining photos of their artwork and voice recordings explaining their step-by-step thought process. Students can add their personal touch and creative flair to the presentation by further adding emojis and background music. Alternatively, this app can also be a useful tool for teachers to create fun and engaging teaching resource for explaining concepts.

Shadow Puppet supports many critical and creative thinking skills that are valuable to children’s learning and development, such as:

  • Strategic use of digital media and technology
  • Organisation and presentation of ideas
  • Reasoning and decision making
  • Expression of thoughts, feelings and ideas

 

How to use this resource:

  1. Download the app by visiting the website (http://get-puppet.co/).
  2. Launch the app and follow the tutorial walk-through that covers all the features and how to use them.
  3. Tap the ? icon to access help anytime.
  4. Refer to the “Quick Start Guide” downloadable PDF and other helpful documents available on the website.

Requirements:

  • Wifi
  • Ipad or iphone

 

Links to a video tutorial for this technology:

  • http://s3.amazonaws.com/stories.shadowpuppet.co/522079BC-402C-42B8-8DCB-FEF711EE3AE5/exports/story.mp4
  • http://s3.amazonaws.com/stories.shadowpuppet.co/E79C94B1-25A5-4647-A46B-E3550AAC67A1/story.mp4

 

 

 

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