Tag Archives: coding

“Making Literacy” in LLED 350 and LLED 360

“Making Literacy” – a centers based approach to integrating Applied Design Skills and Technologies and Making in K-12 classrooms was presented in the Neville Scarfe Education Library in September 2018. During the month of September, every teacher candidate in the Bed program (elementary, middle and secondary) had the opportunity to participate in some ‘Makerspace’ stations as part of an orientation to Library and Information Literacy with your LLED 350 and LLED 360 course.

In Scarfe 155 (through the ed lib), we began with a brief overview and discussion about ‘maker ed’ and how this fits with the revised BC Curriculum including integration with the Core Competencies and the BC Applied Design Skills and Technologies Curriculum (ADST).

Following this brief overview, it was all hands on, minds-on exploration. Teacher Candidates had the opportunity to play and learn at several different stations and were invited to return to play anytime.

Here is a copy of the slides from the session:  LLED Maker Space Slides_Sept 2018

During the orientation, TCs also participated in an Augmented Reality exploration of the library. There are a number of applications that teachers can use to create their own AR experiences – HP Reveal (used in the library session), Zappar, Augment, Layar are only a few.

Our stations are organized under 4 main themes:

Storytelling (Storytelling Makerspace Sign_Sept 2018)

  • Green Screen – Tell your story as an image or video. Grab a puppet and play… select a fanciful background and transport yourself in space and time or check out the Postcards Canada project from a couple of years ago as inspiration. Remember, no fancy green screen required… use any plain wall or roll of paper as a backdrop.
  • Blackout Poetry – repurpose a library discard to create your own unique poem!
  • Button Maker (when available)– procedural knowledge is important to literacy! Creatively design your own unique visual micro-story and learn to follow the steps to create a button… ok, this one isn’t so much about the valuable learning opportunity as the sheer fun of creating a unique button! Add a little ‘flare’ to your wardrobe!

Design Challenges (Challenges Makerspace Sign_Sept 2018)

Programming (Programming Makerspace Sign_Sept 2018)

  • Ozobots – mini-robots. Code these using coloured markers, block/visual coding or javascript! So many access points and a great deal of extension potential. There are even online lessons and resources to help develop conceptual understanding in upper level sciences and maths.
  • Makey Makey – create your own game controller using any conductive material. I’ve even seen interactive posters created using Makey Makey kits! The Makey website has some lesson plans you can adapt for your own use.
  • Micro:bits – Try your hand at programming one of these micro-processors (kind of like Arduino but a little simpler and with all of the sensors built in…). Great for grades 5 through post-secondary and can be coded using visual programming blocks, javascript and python!

Computational Thinking (Computational Thinking Makerspace Sign_Sept 2018)


Also on the Maker Kit Shelf in Scarfe 155 – feel free to explore!:

Squishy Circuits – explore conductivity, circuitry and electricity as you problem solve and persevere to make a buzzer buzz, an LED light shine or a motor spin.  Visit the University of St. Thomas Squishy Circuit website for recipes and lessons ideas.

Magnet Play – what can you learn when you simply play with various types of magnets? K-7 Science curriculum includes properties of matter at most every grade level… allowing children the opportunity to free play and explore the properties of magnets helps to naturally scaffold their learning. Students will learn about polarity, attraction, repulsion and more and may even invent a new toy or device as they play!

and more….


If you didn’t get a chance to play with one of the above and would like to try it out, check out the kits available on the shelf in Scarfe 155 – (available for loan beginning September 25th with more to come – Use them in Scarfe 155 anytime or sign them out at the circulation desk)

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Ozobot: Smart and social robot

Ozobot is a miniature smart robot that can follow drawn lines or roam around freely, detect colors and can also interface with all the popular programming languages (especially Python), and it has Bluetooth for downloading programs! With Ozobot students will have hands-on opportunities to learn about robotics and programming while working on STEM/STREAM (Science, Technology, Reading, Engineering, Arts and Math) applications.


Ozobot is a simple and fun way for kids to learn about basic or advanced programming and coding practices.

With Ozobot, students from kindergarten to grade 12 can begin learning about the realm of robotics. Ozobot allows students to create routes or adventures for their robot with colored markers and codes. In fact, students can begin learning about robotics using the colored markers and then advance into coding as they begin to understand the programming process. Ozobot is thus an excellent tool to use in STEM/STEAM classes to engage and inspire your students!

By using the mat that comes with the Ozobot Evo Education Kit, teachers and students can observe how this smart and social robot reads and interacts with different circumstances. In this case, you can use the Evo app to control and monitor your Ozobot Evo by designing custom blocks and building a sequence of events.

Check out the Teacher’s Guide to explore some ideas on how coding activities can be integrated into the classroom.


All Teacher Candidates can sign out a kit of Ozobots from the Education Library to use in their practicum classrooms. Visit this catalogue to view when the kits are available and to sign them out.

Before you look for resources, figure out the model of your Ozobot – Bit or EVO

Next, choose how you want to introduce the Ozobots to your students. 

  • Are you going to play games that don’t require the Ozobots first?
  • Are they going to practice drawing lines and following their own pathways? USE THIS CODES CHART
  • Are you using the app to have students block code instructions?

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Reference
Ozobot teacher’s guide. (n.d.). Retrieved May 15, 2017, from http://files.ozobot.com/stem-education/ozobot-teachers-guide.pdf

Colour Codes Bot Camp (August 2018). Retrieved April 11, 2018, from https://youtu.be/uRsFoAX4rGA

Ozoblocky Bot Camp (August, 2018). Retrieved April 11, 2018, from https://youtu.be/mHAJgIFlfGM

 

Images obtained from https://ozobot.com/press-kit 

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Canada Learning Code : Introducing coding in your classroom

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Canada Learning Code

 

Canada Learning Code is a charitable initiative dedicated to advancing digital literacy for all Canadians. Founded in 2016, it has focused on designing, delivering and unifying coding education in Canada through partnerships with technology education programs such as Ladies Learning Code, Teachers Learning Code, Kids Learning Code, Girls Learning Code and Teens Learning Code. Its mission is to equip, educate and empower Canadians to thrive in the global economy. In 2017, Canada Learning Code hosted the Canada Learning Code week in order to help Canadians learn about Canada’s history and re-imagine it digitally with a distinct voice.

 


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Canada Learning Code is a great resource (both online and offline) for educators to learn about how to integrate coding into their classes, and how to train their students with computational thinking and coding skills. In fact, educators don’t need to be experts in technology or coding. There are lessons for non-technical educators and resources that support lesson plans that do not require computers at all, which are known as “unplugged” lessons. To learn more about unplugged lessons such as unplugged coding, click here.


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To familiarize yourself with codes and get started with introducing coding in your classroom, begin by exploring the Teacher Guide provided by Canada Learning Code. Generally speaking, there are a few steps to get started:
  1. Become familiar with what you want to teach. You don’t need to be an expert, but be prepared with the content you wish to discuss with your students. Scratch is an example of a simple tool to use for both plugged and unplugged coding activities. Get familiar with Scratch here.
  2. Bring outside experts in. Think about inviting guest speakers and volunteers who are familiar with coding and willing to be a mentor in your class. You are encouraged to find a mentor via your networking, or register your event at CA/WEEK and get help from the Canada Learning Code team.
  3. Prepare yourself for troubleshooting and debugging your students.
  4. Take a few minutes for evaluation and collecting feedback from your students.

To find more lesson plans, click here to get started.


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https://www.youtube.com/watch?v=jTrRZ6MaqZU&feature=youtu.be

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Code.org: unplugged and plugged activities

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Code.org aims to increase access to computer science in schools. It contains a large collection of activities, lesson plans, and tutorials that encourage school-age learners to explore the basics of computer programming. Topics include computational thinking, algorithms, abstractions, and even digital citizenship.


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With the onset of the Digital Revolution, computer skills, even at a basic level, are fundamental, especially when considering digital inclusion, literacy, and access. Contrary to what many believe, coding activities are not always performed in front of a screen. There are a host of unplugged activities that teach real-life problem solving skills and digital representation. Some of these can even be used in makerspaces to create digital-like but tangible gadgets.


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Check out these examples of different types of activities:

  • Hour of Code: In this Classic Maze lesson, learners give instructions to Angry Birds characters, just like line-by-line programming. The instructions are dragged and dropped on the screen, and a Test run performs the instructions in animation format. The lessons are sequential and learners explore game programming.
  • Unplugged lessons: In this Binary Bracelets example, students make a bracelet representing the first letter of their name, learning about basic data storage and digital literacy.
  • App Lab: For more advanced students, these activities teach app making and coding with JavaScript.

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Sphero: a coding, ADST & STEM learning robot

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Sphero – a programmable robotic sphere that is not only fun to play with but also an excellent access point for students of any age to explore coding. Sphero can be paired with a smartphone, ipad or tablet and coded using ‘visual programming blocks’. While the apps that help power Sphero are free, the Sphero itself is not inexpensive. I’ve also been experimenting with ozobots that offer some of the same functionality at a lower price and can be coded with visual blocks, java script and python allowing for differentiated coding opportunities!


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“Sphero engages students in a hands-on learning experience that can challenge them at different levels. The remote robot provides an interactive platform to develop competencies in planning, problem solving, testing, and making. Students have the opportunity to collaborate to programme Sphero to follow certain paths. By using Sphero students can become familiar with using block coding, angles, measurement, time, distance, and speed.

With a variety of control methods, Sphero can be used for a variety of ages and classes. Sphero can enhance student learning in physics, math, computer and technology, and robotics classes. It is a great introduction to coding where students can see the results of their work right away as they take on different challenges.” ~ Bryce Kicia, Secondary TC BEd 2017 (who used Sphero on practicum)

Consider creating a ‘design challenge’ using Sphero as the motor (The Sphero website has an example of a chariot challenge.. Consider: How can you/your students take this to the next level? Perhaps open up the challenge to include any type of vehicle (yes, the sphere is also waterproof!). Students can work together to use the iterative design process to design and create their own land or water vehicles using various found materials and then use  the Sphero as the motor to test their prototypes.  Once satisfied with the vehicle, they can then program a path using drag and drop programming (use of such programming language is included in Grades 6 – 9 of the BC ADST curriculum and can be incorporated even in the early primary years). A group of grade 4 students in Langley recently created their own games using sphero.


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Once you’ve purchased a Sphero, download one of the free apps (itunes or google play). I recommend ‘draw and drive’ as a good starting place – to get used to how sphero moves. From there, I like ‘lightning lab’ to begin coding!

Be sure to visit the Sphero Edu website for access to a wealth of resources you can use to plan, prepare and teach.

Video Tutorial (Vimeo has several tutorials for Sphero):


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W3C Schools: online web tutorials

W3Schools (The World Wide Web Consortium)

is a website for web developers, with tutorials and references on web development languages such as HTML, CSS, JavaScript, PHP, SQL, W3.CSS, and Bootstrap, covering most aspects of web programming. Click here to get to the homepage.

It’s one of the best way to learn how to develop a website, since w3c:

  • Is and will be a  completely free developer source.
  • Offers thousands of code examples.
  • Focuses on simplicity and straightforward learning.

As a teacher, it’s important to know about the technologies. W3c schools acts as a convenient, free source to learn various web development languages to improve your digital competencies.

From W3c, you can get certifications for what you’ve learned (sometimes a tuition fee is required for obtaining a certification) . In addition, you can use the W3c Schools Forum to communicate with other people who are more familiar with what you’ve been learning and could help you with your questions.

Click here to see some templates.

Here is a video of interviews with W3C staff members and consortium members at the Third W3C Web and Television Workshop,which will help you better understand how W3c works:

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Drag and Drop Programming: Scratch

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Scratch Logo by MIT Media Lab, modified (CC BY-SA)

Scratch is a simple drag and drop programming language for kids of all ages to learn the basics of coding. It is free and available both as a web and desktop application. ScratchJr for ages 5-7 is available on Android and iOS tablets. With Scratch you can create anything: animations, stories, narratives and games to which hardware such as the MakeyMakey can then be connected.

Features of the latest 2.0 Scratch version:

  • Student and teacher accounts
  • Cloud data
  • Drag and drop coding blocks
  • Upload files from computer
  • Draw your own elements
  • Custom blocks
  • Video sensing
  • Vector, Bitmap and Paint editors
  • Sound editor
  • Record project video
  • Project sharing

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Scratch is a simple and fun way for kids to learn about the basics of programming/coding and to practice computational participation. Using custom blocks that one can drag and drop, you can build a sequence of events and essentially code the actions to be performed by a certain element. You can add elements from the Scratch library, upload from your computer or draw your own. With ScratchJr kids even as young as 5 years old can learn to code! Visual programming, like that used in Scratch is relevant to the BC revised curriculum, in particular, the ADST curriculum.

ScratchEd provides teachers with an online space where they can view teaching resources for Scratch, engage with other educators and share their own stories. There, teachers can find examples of how they can apply Scratch to engage students in their subject matter and get inspired.

Check out this Co-Creative Activities for the 21st Century Kids guide to explore some ideas on how coding activities, both unplugged and plugged (using Scratch) can be integrated into the classroom.

Also take a look at the Creative Computing guide created by member of the ScratchEd research team at Harvard.


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1. Go to the Scratch website or download the desktop program.

  • If you go to the website, you can either just try it out  (which won’t save any of your work) or first join Scratch and then create (this way you can save and share your work).

To join, click on the blue “Join Scratch” button and fill out all the required information. You will also have to confirm your email.

After signing in, from the toolbar on the top of the page click “Create” start a new project or “Explore” if you first want to look for some inspiration.

  • If you decide to download the software to your computer, click here and then choose for which platform you are downloading.

Open the file that you downloaded and install it.

2. The interface of the web based and desktop application are the same.

  • Drag and drop code blocks from the “Scripts” menu (outlined red) to the building space on the right. Connect blocks to define a series of actions.
  • Add a stage backdrop and new characters/objects called sprites (outlined orange) from the Scratch library, upload from computer or draw your own.
  • As you create new sprites click on them to program their actions.
  • View you final project on the project display screen (outlined blue). Click on the green flag to activate your project and the red stop sign to stop it.

 


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Curious about creating a simple animation from scratch (no pun intended)? Below is a video demonstration using Scratch to build a solar system. The “remix” template is provided by the UBC Physics and Astronomy Outreach team. For detailed instructions, please check out their physics-at-home activity, with new challenges introduced throughout the summer. From adding comets to altering the Sun’s mass, there are many opportunities to unleash your creativity and make the project customized.

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