My Design and Technology lesson for Year 5

Hi there!

I taught my Year 5 class how to make a tote bag during my ATP for a sequence of planned lessons which suited the Year 5 Design and Technology curriculum as outline below.

Food and fibre production

People in design and technologies occupations aim to increase efficiency of production systems, or consumer satisfaction of food and natural fibre products (ACTDEK021)

Designing

Develop and communicate alternative solutions, and follow design ideas, using annotated diagrams, storyboards and appropriate technical terms

How did it go?

What fun we had!  The class got so involved in this, especially the boys who outnumbered the girls by 2 to 1 in this class!  From discussing appropriate fabrics, and how something like a shirt or a pair of jeans could be recycled, to documenting the process they were engaged from the start.  Although we did have fabrics available, many of the students bought in their own fun fabrics by getting their parents involved in the process.  A number of parent helpers came in to help me with a lot of the cutting out of the 28 tote bags since we found the cutting out process time consuming.  Students were so quiet and focused during those sewing sessions although threading needles was a challenge!  Don’t be afraid of sessions like this, I had a number of lively active boys in the class and it was great to see them get engaged and creative with the whole process!

Move The Turtle

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Subject: Technologies

Year Level: 1-5

Strand: Digital Technologies

Sub Strands:  

  • Process and Production Skills

Content Descriptors Examples:

  • Use data to solve a simple task/problem (ACTDIP003)
  • Share and publish information in a safe online environment, with known people (ACTDIP006)
  • Use visually represented sequenced steps (algorithms), including steps with decisions made by the user (branching) (ACTDIP011)
  • Create a sequence of steps to solve a given task

Cross Curriculum Priorities and General Capabilities:

  • Critical and Creative Thinking
  • Information and Communication Technology
  • Literacy
  • Numeracy

Links To Other Learning Areas:

  • Mathematics
  • Science
  • The Arts (Media Art)

Click here to visit the Move the Turtle webpage.

Platform: iOS (iPad, iPod and iPhone)

Cost: $2.99

Move The Turtle in the Classroom:

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Move the Turtle is a fun and engaging way to learn programming procedures. Each new level of achievement increases in difficulty and teaches a new command that directs the turtle to make a sound, draw a line, reach a star etc. It also has a free play ‘compose’ option which allows students to move the turtle however they want.

By completing the sequenced tasks, students learn:

  • How to plan complex activities composed of simple elements
  • How to reuse previously completed work
  • How to use graphics, spatial orientation and sound in programming

Minecraft and Computational Thinking

Minecraft is interesting from lots of different perspectives. It is a familiar and engaging gaming platform where  kids can spend hours building and modifying virtual worlds. Whilst doing things that they consider to be entertainment they are inadvertently learning key computational thinking skills.
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What is Computational Thinking?

“Computational thinking is a way humans solve problems; it is not trying to get humans to think like computers. Computers are dull and boring; humans are clever and imaginative. We humans make computers exciting. Equipped with computing devices, we use our cleverness to tackle problems we would not dare take on before the age of computing and build systems with functionality limited only by our imaginations; ” Jeanette M Wing

Minecraft happens to be a fantastic sandbox game to explore computational thinking. Minecraft provides a platform in which 21st century literacy skills can be explored and developed to cater for the learning objectives in the Australian Technology Curriculum. Educators have the option to utilise the existing user interface or subscribe to the new and improved Minecraft:Education Edition which makes implementing this amazing learning tool into your existing curriculum as easy as clicking on a mouse.

Using Minecraft as an Educational Tool 

 Read on further to discover how Minecraft can address the four cornerstones of computation thinking and the lesson plans offered in the Minecraft: Education Edition!

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Night Zoo Keeper

Title – Night Zoo Keeper1

Year Level – 1-6

Subject – Design and Technology

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

Link to Resource

https://www.nightzookeeper.com/

 

 

What is it?

This resource is a digital learning tool which provides students with a fun and engaging way to get involved in creative writing. Students are given the chance to design and create their own magical creatures whilst also drawing, reading and writing their own stories.

How to use it

Schools can purchase this resource for one or more classes in the school which becomes manageable by each classroom teacher. Logins are then provided and access from school and home is available. A range of writing tasks and activities are then provided to teachers for various year levels.  Students are engaged as they complete their writing exercises to design more and more unusual and exciting creatures for their zoo. As students progress through these tasks set by their teacher they unlock various chapters of the game. Every participating individual has the opportunity to have their written work featured in the “Night Times” where other schools have access to reading what they have written. A range of competitions are also provided for students to compete in regularly.

Skills Developed

This resource encourages students to use their imagination while also assisting students to develop their creativity and literacy skills.download

  • Inspires creative writing
  • Encourages digital drawing skills
  • Motivates young reader, writers
  • Wonderful resource for teachers to both motivate and assess in line with the curriculum

Teaching digital technologies through the arts

 

acapella logo

 

 

Acapella from PicPlayPost

 

 

 

Acapella is an app to create music. It is easy to use and is very flexible as a classroom tool. Creating music is a skill that requires many thinking skills. After the creative idea then comes the problem solving and this app helps the user to analyse what they have recorded and work out how they can record other parts which match in with that track. It can be used simply by students who have had no musical tuition through to adult musicians.

Year Level:  2 – 6

Subject: Technologies

Strand: Digital technologies processes and production skills.

Sub-strand: Creating solutions by implementing all five strategies: investigating and designing, designing, producing and implementing, evaluating, collaborating and managing.

 

Link to the Resource:

Apple app: https://itunes.apple.com/au/app/acapella-from-picplaypost/id924635678?mt=8

Android app: https://play.google.com/store/apps/details?id=co.mixcord.acapella&hl=en

More information: http://www.mixcord.co/

 

General Capabilities: Literacy, numeracy, ICT, critical and creative capability, personal and social capacity and ethical understanding.

 

Links to other learning areas:

Music: Students can create music or play music written for them. They can work in small groups of 3 or 4, playing an instrument they are learning, singing or playing a percussion instrument that needs no experience to play. They collaborate to create a melody and harmonies that will go with it. The play back feature allows them to listen critically to match each other in beat. It allows exploration of the elements of music as additional parts can be analysed and judged for which part works and which part doesn’t. These creations can be shared, which is normally impossible to do without a concert event.acappella app

Literacy: The recording features could be used with a text with one student reading orally and others joining in with sound effects, actions or contributing greater volume by choral reading. This app allows for the critical appraisal of timing matching lyric with some other visual or auditory aspect.

 

In the classroom: Write an advertisement for your school fete of 1 minute length. All group members need to be involved with recording a part. The four parts could include: acting, showing illustrations, written speech and song.  Anything would work for a track, providing that it will fit together and match the message being delivered. This could be done with a year 4, 5 or 6 class. It could be a competition with the winning group being shared with the school community as an advertisement for the upcoming school fete.

 

How to use this resource: The free version will allow for a four part 1 minute production. This would be adequate for many uses. Four tracks allows for four participants which is a good number for collaborative group work. You select the layout plan you want and then record one part at a time, by tapping on the panel where the next clip is recorded. There is a count-in to help mark time and a metronome beat that continues if you are using app for music. Headphones may be worn so you can hear other tracks playing while you record your contribution. You can easily listen and watch it back to make critical appraisal; from this you can keep or delete. This method of listening, appraising and matching specific actions to other participants work is computational thinking in action.

To see a demonstration from Mixcord: https://youtu.be/q1m8eE6JZ04

 

How to Use the Acapella App Step By Step: https://www.youtube.com/watch?v=mULMfha3TmE

 

 

 

 

 

 

 

 

 

 

 

Plastimake

 

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Plastimake

Plastimake is a reusable, mouldable plastic that can be shaped with your hands into just about anything. It is non-toxic and biodegradable making it safe for children and the environment.

Link to Website

https://www.plastimake.com/

Curriculum Strand

Design and Technologies

Sub Strand

Investigate the suitability of materials, systems, components, tools and equipment for a range of purposes (ACTDEK013)

Apply safe procedures when using a variety of materials, components, tools, equipment and techniques to make designed solutions (ACTDEP026)

Year Level

  • 3 & 4
  • 5 & 6

Cross Curriculum Links

  • Science
  • The Arts

Use in the classroom

Plastimake would certainly compliment the design and technologies strand of the curriculum in particular. Students are able to manipulate the material using not only their hands but also using a variety of tools. They can use it to repair or modify existing products or to create entirely new designs. The hands-on nature of the product makes it engaging while encouraging the students to explore the versatility of the product and how it can be used to design or improve objects that can be used to benefit society. Students are guaranteed to enjoy working with Plastimake being limited only by their imagination.

Plastimake can be used to promote computational thinking in a number of different ways. Students are initially required to follow a series of steps in order to make the product workable. The students can then use the Plastimake to represent data by creating models or by creating models of the problem to assist children in visually understanding what they are investigating better. The students could also identify a current issue then create a design that could potentially solve that issue, following a series of predetermined steps in order to create their design. You could then discuss the steps with the students, encouraging them to analyse the problem solving process involved. Plastimake can be especially helpful in teaching children who are less confident with computers and digital technologies and children who prefer to work with more hands on materials to understand and use computational thinking.

How does it work?

Plastimake is a non-toxic, super strong, reusable, lightweight and biodegradable mouldable plastic made from polycaprolactone. It softens at the low temperature of 60°C making it safe for children to handle. Once softened the plastimake is easily manipulated into virtually anything.

Plastimake begins as small white pellets that, once heated with hot water, become transparent. When left to cool at room temperature it hardens and turns white. It can also be placed in ice water to speed up the hardening process. There are also colouring kits available to purchase with the product. To remould the Plastimake simply reheat it to 60°C.

 

 

 

Wonder Workshop – The Home of Dash & Dot

dot dash1

Dash and Dot are introducing young students to robotics and coding. Schools around the world and here in Western Australia are using these cute little critters to revolutionise learning with a focus on STEM. Five free Apps are available for use on iPads and Android devices, with more Apps on the way! This fun and engaging curriculum would make a great investment for any school with students from Kindergarten to Year 5 able to use Dash and Dot with ease.

Today, we will be looking at Dash who has been described as a child’s first real robot friend. In this digital world, Dash is helping students to understand more about coding, to think creatively and critically, as well as to explore and learn for themselves how things around them work.

patrh1

Using the ‘Path’ App, students can plan, program and execute awesome adventures for Dash drawing on concepts fundamental to computational and systems thinking (“Path”, n.d.). Students learn:

  • Algorithm design
  • Command sequences
  • Control flow
  • Sensors and Events
  • Problem solving

Subject: Digital Technologies

Year Level: Year 5

Strand: Processes and production skills

Sub strand: Digital Implementation

Content Descriptor: Design, follow and represent diagrammatically, a simple sequence of steps (algorithm), involving branching (decisions) and iteration (repetition) (ACTDIP019)

Cross curriculum priorities and general capabilities: Literacy (LIT), Numeracy (NUM), Critical and creative thinking (CCT), Information and Communication Technology (ICT)

Links to other learning areas: Maths

A classroom activity using this resource: Using Dash, students will design and sequence algorithms that include lights, sounds and moves. They will plan and consider the different locations that Dash will visit using a coordinate grid. Students will then problem solve the distances and movements required by Dash – forward and backwards, left to right – to travel successfully on the coordinate grid. They will also use systems thinking to find solutions to any problems they can not solve. (Eckstein, n.d.)

Links to the resource:

https://www.makewonder.com

Video Review:

(TTPM Toy Reviews, 2015)

How to use this resource:

This resource can be integrated successfully in several learning areas including the Arts, Science, Geography, Literacy and Numeracy. For example:

  1. Students can use their imagainations to write about the adventures of Dash and Dot.
  2. Students, Dash and Dot can also discover the countries of the world.
  3. Students can teach Dash and Dot to dance and make music.

Other considerations:

  • Whole school approach to coding which can be used in all year levels from K-5
  • A wide range of accessories to support different ages of students and their abilities
  • Five free Apps with more on the way
  • Teachers can access ready made and trailed lesson plans
  • Teachers share their lesson plans with others in the teacher portal
  • Strong links to STEM
  • Opportunities for students to move beyond substitution, augmentation and modification
  • Redefine student learning with access to the student portal in which students can participate in clubs, challenges and contribute their own work

References:

School Curriculum and Standards Authority [ACARA]. (2016) Digital Technologies. Retrieved from http://k10outline.scsa.wa.edu.au/home/p-10-curriculum/curriculum-browser/technologies/digital-technologies2

Eckstein, M. (n.d). Coordinate Moves with Dash. Retrieved from https://teachers.makewonder.com/lessons/coordinate-moves-with-dash

Path. (n.d). Retrieved from https://www.makewonder.com/apps/path

TTPM Toy Reviews. (2015, June 9). Path App from Wonder Workshop [Video file]. Retrieved from https://www.youtube.com/watch?v=b7ZrxtjsHKk


Book Creator® app for iPad

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Subject:  Technologies

Strand: Digital Technologies

Year Level: 2 – 6

Platforms: iPad

Description: Book Creator by Red Jumper is a fantastic and easy way to create and publish wonderful ebooks from your iPad. Book Creator allows students to create and publish a variety of books including story books, journals, photo books, text books, comic books, children’s picture books and many more. The app is highly engaging and allows students across all year levels to publish work they have produced in any subject area such as English, Science, HASS and The Arts. Students can work individually or collaboratively in small groups to create different types of books. The app can even be used to produce a teacher led whole class project/unit of work. By publishing their work into different book styles, students are able to share their books as digital resources with other students in their class and throughout the school. They are even able to publish their books to the iBooks Store!

**Winner of a Parents’ Choice Gold Award  **THE No.1 Book app for the iPad in 80 countries **Voted Best Educational App in the 2015 BETT Awards.

Features: The app has a huge variety of features that are appropriate for all ages and provide students with the opportunity to produce books to a high standard. Features include: Over 50 font options, upload photos and images from the web, iPad or iPad camera, add music, video and voice recording (narration), choose from a variety of book sizes and layouts, page turning animations, background music, built in dictionary and bookmarks.

How to / Resource Links:

Book Creator® for iPad – Introduction:

  • Tutorial – Creating a book using Book Creator:

  • Creating a Comic Book – example:

Learning Area Structure (Year 2 – 6): 

Knowledge and Understanding

  • Digital systems
    • the components of digital systems: hardware, software and networks and their use

    Representation of data

    • how data are represented and structured symbolically

Processes and Production Skills

  • Collecting, managing and analysing data. Creating digital solutions by:
    • investigating and defining
    • generating and designing
    • producing and implementing
    • evaluating
    • collaborating and managing

Sub-strands and Content Descriptors (From Year 2 – 6):  http://www.australiancurriculum.edu.au/technologies/digital-technologies/curriculum/f-10?layout=1

References:

Book Creator®. (2016). Retrieved from http://www.redjumper.net/bookcreator/

Book Creator® Videos. (2016). Retrieved from https://www.youtube.com/user/bookcreatorapp/videos

Technologies Curriculum Learning Area Structure. (2016). Retrieved from Australian Curriculum, Assessment and Reporting Authority website: http://www.australiancurriculum.edu.au/technologies/structure

Find App Here:

Apple iTunes Store: https://itunes.apple.com/au/app/book-creator-for-ipad-create/id442378070?mt=8

Crescendo: Digital technologies

crescendo

 

 

Website: Crescendo

 

Year level:

  • 5

Strand and Content descriptor:

  • Processes and production skills
  • Implement and use simple programming environments that include branching (decisions) and iteration (repetition) (ACTDIP020)

Links to other learning areas:

  • Music- Recording of ideas with symbols and/or standard notation and terminology (ACAMUM090)
  • Development of aural and theory skills, including: rhythm, tempo, pitch, dynamics, form, timbre, texture (ACAMUM088)

Cross curriculum priorities and general capabilities:

  • ICT
  • Critical and Creative Thinking

 

How to use Crescendo when teaching computational thinking in Technologies:

Crescendo is a program used to create and experiment music. It allows the user create sheet music and then playback their songs to evaluate whether their written notation matches what they want to make. It involves a large range of symbols, key signatures, time signatures, instruments, etc. and is also easy to edit and experiment with. This enables critical and creative thinking, as well as problem solving using patterns and models (as outlined in the Computational Thinking section of SCASA).

Crescendo has many in-class applications for teaching and learning. For example, students could be set the task of creating a soundtrack to a short story they have read or created. They will need to experiment with sounds, volumes, tempo, etc. in order to compose music that relays a certain message, atmosphere or mood. These songs can be saved and submitted as part of a music/media assessment.

This program also has real-life applications, especially for students who are passionate about music and wish to pursue it in the future. It is an extremely open-ended program that allows students to be actively involved in the design and evaluation process.

LEGO® Movie Maker app

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Subject:  Technologies

Strand: Digital Technologies

Year Level: F – 2

Platforms: iPhone, iPad & iPod Touch app

Description: A dynamic and FREE app that allows students to create their own animated/ stop motion movies. Students are able to design, plan, develop and create customised movies individually or collaboratively. This app is a highly engaging resource that strongly links to English, promoting script writing and storyboarding. The app challenges students’ thinking and encourages them to create content (produce a movie) rather than just consume it. To support students, the app provides easy to understand guides and simple tools to film and edit their movies. It also provides a large variety of features which include:  editing tools, music & sound effects and recording, the ability to add & delete frames, filters, title cards & text and options to save to camera roll.

Benefits: The engagement factor! This app combines two things that students love…LEGO and movies! Students are excited to work with LEGO and bring their LEGO characters, stories and ideas to life. They are engaged to think, create and develop great work and demonstrate confidence and enthusiasm in presenting their final product to an audience. This fantastic app can also be used across the curriculum in subject areas including: MATHS and THE ARTS.

How to / Resource Links:

LEGO® Movie Maker App: Animation Tips and Tricks

  • Building Tips and Tricks

  • Storyboard & Editing Tips and Tricks

  • Camera Tips and Tricks

Sub-strands and Content Descriptors: 

Knowledge and Understanding

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

Processes and Production Skills

  • Create and organise ideas and information using information systems independently and with others, and share these with known people in safe online environments (ACTDIP006)

References:

LEGO® Movie Maker. (2016). Retrieved from https://itunes.apple.com/us/app/lego-movie-maker/id516001587?mt=8

LEGO® Movie Maker Videos. (2016). Retrieved from https://www.youtube.com/user/LEGO/search?query=movie+maker

Technologies Curriculum Foundation to Year 2. (2016). Retrieved from Australian Curriculum, Assessment and Reporting Authority website: http://www.australiancurriculum.edu.au/technologies/digital-technologies/curriculum/f-10?y=F-2&s=DIKU&s=DIPPS&c=1&c=2&c=3&c=4&c=5&c=7&c=6&layout=1

Find App Here:

Apple iTunes Store: https://itunes.apple.com/us/app/lego-movie-maker/id516001587?mt=8