Thursday, 7 May 2015

Algorithmic Programming

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.

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.


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.







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.

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.