Looking to the Hour of Code website again it provides students with step by step instruction on how to increase their knowledge and understanding of computer programming and coding. In essence students are developing the computational skills needed for algorithmic solutions to problems. The Angry Birds simulations starts students with basic coding blocks and moves on to more complex ideas such as using repeat blocks to avoid lengthy coding formulas.
This tool could easily be integrated into the classroom for use with individual students or small groups and would meet the criteria under the digital curriculum in the strands for defining, designing and implementing processes and production skills.
Delightful Digital Design
Thursday, 7 May 2015
Visual Literacy
According to Younie, Leask and Burden (2015, pg.55) visual literacy "combines the use of a variety of visual products (lists, tables, graphics, graphic organizers, concept maps, mind maps, argument maps, timelines and system maps) with teaching, learning and assessing processes, and creates interconnections of visual, oral, written, visual representation, numeracy and technological literacy." The strategies used through visual literacy help students to develop a greater sense of mastery and the ability to explore numerous cognitive reasoning strategies including classification, comparative thinking, evaluation and design thinking.
Visual literacy is important in the 21st century as more and more often we are subjected to an influx of visual materials. It is important that students become fluent in their ability to use, understand, comprehend and create visual literacy pieces.
This blog has previous addressed the benefits of visual learning through the use of infographics and the same principles apply here.
Visual literacy is important in the 21st century as more and more often we are subjected to an influx of visual materials. It is important that students become fluent in their ability to use, understand, comprehend and create visual literacy pieces.
This blog has previous addressed the benefits of visual learning through the use of infographics and the same principles apply here.
Computational thinking ... is it abstract?
There are numerous definitions of what computational thinking actually is and how it can be encompassed in all areas of the curriculum, not just the digital curriculum. Some of the components examined here include abstraction, patterning, algorithms and decomposition. The development of these skills will ensure students have a repertiore of problem solving skills which will assist them across the curriculum. Thinking Myself provides a range of explanations, examples and activities that students can complete to develop their knowledge and understanding of computational thinking strategies.
Teachers who encompass a pedagogy which allows students to explore together in a collaborative manner will be providing a classroom which meets numerous criteria outlined by the national curriculum. Criteria such as:
Google provide a number of resources for the effective instruction and improvement of students skills in this area. They also provide information about the four areas of computational thinking. According to Google:
- Decomposition refers to the ability to break a problem down into smaller more manageable chunks. In doing so it often becomes apparent that algorithms or patterns can be used to create solutions to a problem.
- Patterning can be used to identify similarities or differences that can assist in solving problems. Patterns can often lead to the use of algorithms in providing solutions.
- Abstraction allows the problem solver to sift through the information provided and decipher its relevance to the solution required. It allows for generalisations to be made that can be used for solving further problems.
- Algorithms use a step by step process which often includes the use of patterns and decomposition.
Barr and Stephenson (2011, pg. 52) go on to describe that a classroom conducive to computational thinking can be characterised as one where:
- Teachers and students increase their use of a vocabulary appropriate to describing problem solving strategies.
- A recognition that there will be failed attempts throughout the problem solving process and that these opportunities can lead to a more successful path to solution.
- Team work among students with activities and resources that will allow them to develop their skills in all areas of decomposition, patterning, abstraction and algorithms.
Teachers who encompass a pedagogy which allows students to explore together in a collaborative manner will be providing a classroom which meets numerous criteria outlined by the national curriculum. Criteria such as:
- design, create, manage and evaluate sustainable and innovative digital solutions to meet and redefine current and future needs.
- use of computational thinking and the key concepts of abstraction; data collection, representation and interpretation; specification, algorithms and implementation to create digital solutions.
- Confidently use digital systems to efficiently and effectively automate the transformation of data into information and to creatively communicate ideas in a range of settings.
- apply protocols and legal practices that support safe, ethical and respectful communications and collaboration with known and unknown audiences.
- apply systems thinking to monitor, analyse, predict and shape interactions within and between information systems and the impact of these systems on individuals, societies, economies and environments.
Using authentic learning environments will allow students to apply their learning to their own real world contexts. Activities such as the tuckshop challenge is a great example and allows for the application of multiple key concepts and aims.
Tuesday, 5 May 2015
Cracking the code.... rgb = offset = var = size = = =
Coding has always seemed like a nightmare of letters and numbers that to a normal person like me makes NO sense at all! I always knew it was there in the background and that everything had a particular meaning but using activities with a step by step approach such as Code Monster makes it easy to understand in small chunks. Stepping through this website has, and will do the same for the students I teach, allowed me to increase my abilities to create digital technologies and resources. One of the main benefits of using a program such as Code Monster is that it allows students to see both sides of the coding at the same time, that they can see the changes they are making side by side so the coding they are changing shows right in front of them. This makes it more realistic and comprehendible for students.
Once again actually allowing students to DO IT will have the best possible outcome.
Another great site to use is the Khan Academy. It has a similar layout but break the process down into a small tutorial followed by a step by step challenge to be completed. Students can accumulate points and step through a range of activities and challenges.
For the younger children an app such as Scratch Jnr is a great way to introduce coding. It provides a platform that allows them to have fun, create characters that they can relate to or interest them and then tell a story using coding blocks. Students from age 5 could easily learn to use this app and in either small group tasks or individually could create some amazing stories and tales. Working in small groups may help with the creation of ideas and allow students to explore further than they might if working on their own.
It could be interesting to have students in the lower grades create a presentation of their show and tell which used an app such as Scratch Jnr. This could then be presented to the class rather than students having to personally do it. An activity such as this would help students develop their knowledge and understanding in the digital systems sub strand and also develop their processes and skills in the collaborating and managing sub strand.
Once again actually allowing students to DO IT will have the best possible outcome.
Another great site to use is the Khan Academy. It has a similar layout but break the process down into a small tutorial followed by a step by step challenge to be completed. Students can accumulate points and step through a range of activities and challenges.
It could be interesting to have students in the lower grades create a presentation of their show and tell which used an app such as Scratch Jnr. This could then be presented to the class rather than students having to personally do it. An activity such as this would help students develop their knowledge and understanding in the digital systems sub strand and also develop their processes and skills in the collaborating and managing sub strand.
Digital Technologies - Infographics and Binary Numbers
When I first looked at the concept of binary numbers I found it confusing and hard to follow, but the more I played with the games and watched the you tube clips about it the more it made sense (I did have to switch off for octal and hexidecimal for a while until I got the hang of things, I was getting too confused!!). Taking a hands on approach and creating a resource I could use with students helped develop my understanding. I think this is an important point to remember when dealing with digital technologies, some of the ideas and concepts are abstract and hard to grasp. For this reason it is important that teachers ensure students have activities and resources that they can use to explore with their hands and their minds. Practical experience using games, concrete materials and simpler terms will help students to grasp the concepts and processes teachers are tying to share with students. From then students will have the opportunity to develop a deeper knowledge and understanding of the relevant technologies, which will help them to develop solutions to problems they may not otherwise have been able to find.
INSERT IMAGES FOR BINARY WORKSHEETS AND CARDS
Creating ways to show students information in a way that is clear, makes sense and is easily remembered is important. An infographic is a quick and easy way to do this. It also provides a good way for students to convey the information they have learned and show the skills they are continually developing. Using a program such as http://www.easel.ly/ will provide students with a range of options to use and explore. This way of displaying their information will allow them to design, create and manage digital tools.
INSERT IMAGES FOR BINARY WORKSHEETS AND CARDS
Creating ways to show students information in a way that is clear, makes sense and is easily remembered is important. An infographic is a quick and easy way to do this. It also provides a good way for students to convey the information they have learned and show the skills they are continually developing. Using a program such as http://www.easel.ly/ will provide students with a range of options to use and explore. This way of displaying their information will allow them to design, create and manage digital tools.
Wednesday, 15 April 2015
The Design Process – a reflection to consider
Initial thoughts about starting the technology design
challenge were not overly positive ones, I had preconceived ideas which were
mostly negative. This is probably a common reaction from teachers who have not
had the opportunity to really engage in the process and learn about the
benefits for educating students today. We have an ever changing globalised
world to educate children in and it’s important that their learning encompasses
the best of this and teaches them how to deal with the everyday world they
experience in a safe and exciting way. The technology design process does this!
Immersing students in a project that excites them and educates them at the same
time is powerful. The Design and Technologies and Digital Technologies
curriculum focuses on creating students who are active and informed in
sustainability, ethics, are socially responsible, can work collaboratively or
individually, can critically analyse and think and have the ability to
communicate on a number of different levels.
At the beginning of the process the planning phases can be a
little arduous and drawn out if the students were to complete them all by
themselves, however, it can be made fun and exciting and adapted to suit any
age level. Simple planning
sheets which are age appropriate could help to alleviate concerns that
students may lose focus. I believe the whole design process whilst it has definite
stages needs to be a very flexible and open ended process which can allow students
to come up with a range of different solutions and ideas to address the initial
challenge. Teachers need to make the design challenge age and experience
appropriate and relevant to each classes context.
The design challenge process lends itself to both individual
and collaborative learning and can easily foster both. Even though a challenge
may be presented as individual work, using the peer feedback process involves
students in a collaborative learning situation which can be beneficial on a number
of levels. Peer feedback allows students to learn from each other, rather than
just the teacher. Students will engage in meaningful discussions and provide
each other with constructive comments about ways to improve a project whilst
also finding the points that have been done well and celebrating successes.
However, students still
need to include constructive criticism in order to increase learning and
engagement. Merely saying that everything is great does not extend
learning and thinking and allow for growth in a project. It is important that
this learning process is monitored closely to ensure students really understand
its purpose and how to effectively and courteously take part in the process.
Another critical component in the design process is being
able to make informed and educated decision about the final project or
solution. Educating students on how to do this gives them tools to be able to
reason and justify their decisions, not only in their project but in their
everyday decisions. The use of a decision making matrix is a great tool for
students to have and use. In my design challenge I used an existing template and
used it in a different way to suit my needs. However, throughout my readings
and research I came across the following template which I feel provides a
perfect example that could easily be incorporated into the classroom for
student use.
Taken from: Teepee Consulting. (2011) Higher Order Thinking for Gifted and Talented Students. [Powerpoint Slides]. Retrieved from https://moodle.cqu.edu.au/mod/page/view.php?id=13721.
Overall the technology design process provides students with
immense benefits in their learning but does require teachers to adjust their
teaching pedagogies. Teachers become more of a facilitator rather than
dictator. Students need to be allowed to explore and investigate to create
their own learning. Teachers will be required to carry out more forward
planning to ensure the resources that students may need are available and
depending on their imaginations and creativity this could be a lot or a little.
Teachers will also have to adjust to the type of environment that students need
in order to be creative, it may not always be an ordered, tidy classroom that
facilitates creativity! For me this will be challenge in itself. It is
important to allow students the freedom to explore and create their own
understandings, and to experiment with this new found knowledge in order to
learn how it is relevant to their world and can help them to create a better
and more sustainable community. The answers will be in the solutions they
uncover throughout their explorations.
Sunday, 12 April 2015
How do children learn about technology..... let's twitter
How do children learn about technology... well here are some thoughts about it from twitter.....
#edcu12039 Tweets
Children learn about technology by getting in there are really investigating about it, using it and exploring what it can do in their world.
When planning activities around technology teachers should use real world situations that allow students to discuss and investigate their surrounding communities. Hands on, creative situations should be developed in order to allow students to assimilate this new knowledge with existing schemas. Investigation and exploration will develop students understanding of technology, what it is and what it can do for us.
Twitter is an example of an avenue that allows student to communicate their thoughts in a concise and practical manner. Tweets have a limited number of characters (140), can be tracked using the hashtags and collected just as I have done above. This could allow for a whole class discussion to occur when and where students are able to. It gives them time to reflect on learning, investigate and then put their thoughts down on paper. Could it be embedded into a homework program....students must provide a tweet at the end of the day/week about their learning on particular topic covered in class????
#edcu12039 Tweets
Children learn about technology by getting in there are really investigating about it, using it and exploring what it can do in their world.
When planning activities around technology teachers should use real world situations that allow students to discuss and investigate their surrounding communities. Hands on, creative situations should be developed in order to allow students to assimilate this new knowledge with existing schemas. Investigation and exploration will develop students understanding of technology, what it is and what it can do for us.
Twitter is an example of an avenue that allows student to communicate their thoughts in a concise and practical manner. Tweets have a limited number of characters (140), can be tracked using the hashtags and collected just as I have done above. This could allow for a whole class discussion to occur when and where students are able to. It gives them time to reflect on learning, investigate and then put their thoughts down on paper. Could it be embedded into a homework program....students must provide a tweet at the end of the day/week about their learning on particular topic covered in class????
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