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Transcript of ICT in Practice Issue 10
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P4 / TANGIBLE BLOCKS Teaching logical thinking to young children
P8 / CODYROBYComputer science unplugged
P24 / SCRATCH Problem solving tasks using Scratch
P18 / CODE WEEK EU Celebrating Code Week Eu in the UK
ISSUE 10
www.ictinpractice.com
Transforming education through sharing knowledge and practice Created by educators from around the world
WINTER EDITION JAN 2015
ISSN 2053-5104
ICT in Practice
Making programming accessible for young children using Primo tangible programming blocks
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EDITORIAL TEAM
Editor-‐in-‐chief: Yasemin Allsop @yallsop Senior Lecturer in Primary Computing and ICT at MMU
Christopher Carter @christocarter Education technology coach and high school Social Science Team Leader at Concordia International School Shanghai
Alessandro Bogliolo @neutralaccess Coordinator of the School of Information Science and Technology of the University of Urbino, in Italy
Elliott Plumb @followthatPlumb Primary teacher and ICT Coordinator
Øystein Ibsen @oimsen Chief Knowledge OfCicer at Digitalpedagogene and Styreleder at PedSmia
Su Adams @SuAdamsEdIT IT technician and ICT Coordinator
CONTENTS
PRIMO-Tangible programming blocks p4 CODYROBY-Computer Science Unplugged! p8 Story telling Apps p17 Code week EU in the UK p19 Teachmeet in Norway p21 Minecraft- Building brick by brick p23 Problem solving tasks using Scratch p24 People who inspired us p26
FROM THE EDITOR
I would like to start by welcoming our new team members Alessandro Bogliolo, Øystein Imsen and Su Adams. We are very fortunate to work with such inspirational people who are passionate about teaching and learning with technology.
I am excited to see how schools across the country adapt to the new demands of the exciting Computing Curriculum. ICT In Practice is a fantastic way of sharing ideas and thoughts about Computing, teaching and learning.
I am currently in my second year as a teacher and I manage the Computing department at my current school. Since becoming a teacher, I have been increasingly keen to share good practice. Being an editor for ICT in Practice gives me the lucky job of witnessing stimulating and unique teaching practice from across the world.
In this issue we bring you not only practical activity ideas that you can use in the classroom, but also some interesting news on how people are using technology in different ways for teaching and learning.
We have met some fantastic educators over the years who have done brilliant work for their school, or wider community without expecting anything in return. Their passion for technology enhanced learning is their drive! So, we decided to have a corner for those amazing people who inspire us with their work and contributions to the educational technology community. So if someone has inspired you in the use of technology, or there is someone that can be seen as a role model for the future generations then share their name and celebrate it with us.
More hands-‐on activity ideas: In this issue we shared CodyRoby, an unplugged computing activity and a Scratch problem solving task. If you have a good idea, why not share it with us!
Remember, the more we share, the more we learn!
Elliott Plumb, editor ICT in Practice @followthatPlumb
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Tangible programming blocks makes programming accessible
How did your story begin? In early 2013 myself and my co-‐founder Matteo Loglio decided to create a company with the intention of designing and producing products to help children and novices learn, play, and create with technology. This is how Primo as a company came to be. Myself, Filippo Yacob, and Matteo are both creatives and technologists and we know that in order to be creative and express oneself, technology is incredibly important.
The Cirst product we worked on if the Cubetto Playset, a tangible interface designed to introduce programming logic to little children (3 to 7), without the need for literacy. The goal of the game is to drive a little robot called Cubetto back to his house. To accomplish the goal, children have to program the little robot using a limited set of physical instructions: forward, left, right and function. While the Cirst three are rather intuitive, the last one calls a sub-‐routine, an extra line of instructions packed in a single command.
What was the development process and the rationale behind it? Teaching programming to children is a widely debated topic. We are aware of a moderate number of solutions that try to accomplish this for children above the ages of 8. However, there aren’t many of these solutions suitable for younger children, and there aren’t any that work without a screen or without the need for literacy. We see an increasing number of Apps for tablets and computers that also work in combination with physical robots, but none of them are completely free from the pixel domain in the same way the Cubetto Play Set is.
The focus on teaching children programming skills is growing every day. There are many tools that have been designed to support children to develop their logical thinking and problem solving skills. We talked to Filippo Jacob and Matteo Loglio, the founders of Primo, wooden programming blocks, designed to teach logical thinking to children aged 3-7 and asked them about their journey.
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Wood was chose as the main material, Cirst of all because it’s natural; you get a warm feeling from it and it makes a nice sound. The second reason is cultural. Observations were conducted on games used in traditional kindergartens in Switzerland (where the product was originally designed) to discover that the games loved by children were all made out of wood. Wooden toys are very durable and you can see marks and scratches on them,
signs of their past usage from other children. It’s a material with memory. Wood was also chosen as a material because of the stark contrast it creates with technology. Inside of Cubetto there’s a circuit board, but we wanted to create a “magical” experience, hiding the complexity of the play set. The concept behind the Cubetto Playset is heavily inspired by the work of Seymour Papert, a mathematician who co-‐founded the MIT ArtiCicial
Intelligence Laboratory with Marvin Minsky, in the sixties (if you are interested in the subject, we encourage you to read Mindstorms, his most famous book). He was directing the team who invented LOGO, probably the most used and long lasting resource to teach programming to children. The goal of Seymour Papert was not just to teach code, but also to help children discover their own personal way of solving problems.
Primo can be considered an extreme simpliCication of LOGO and the physical turtle. We limited the instructions, to their purest form, avoiding any kind of textual or numerical language. At the beginning the robot was a toy car. A very complicated and time consuming shape to produce, as it’s a laser-‐cut shape glued together layer by layer, and subsequently sanded for over an hour.
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The car had another major issue, it was very boy oriented. We wanted to avoid entering in discussions about ‘brain toy’ producers being criticised of only producing boy-‐oriented toys. We wanted to stay neutral, we didn’t want to create a toy speciCically for boys or girls, and instead opted for a very neutral geometry, a box. A name was given to the little box, along with a personality and a similey face, making it even more appealing for children. The robot is called Cubetto (little cube in Italian). The idea with Cubetto is also to create a basic module
that can be expanded and customized easily in the future.
How can it be used with different aged
children? Out of the box it’s a great tool for children aged 4 to 7, they play and program a robot using colourful blocks. It’s a game, and it’s fun, they don’t really think about what they are learning. They don’t need a screen, and they don’t even need languages because there is no literacy involved, something important
when considering multicultural environments. We tested this assumptions with workshops across Europe, the Middle East, the USA… it works the same no matter where you go. There is no learning curve, even for teachers, which is important considering that teachers sometimes shy away from the right products due to their inaccessibility. It differs from a Beebot for example, because the “coding” experience with the Cubetto Playset itself is tangible, and there is a direct reference between what the robot is performing and the instructions they gave Cubetto.
It becomes interesting for 7 to 12 year olds though, because the robot has been designed to be assembled and taken apart without any screws, using plug and play electronics. The robot by himself is essentially a Robot that anyone can build and code in minutes. A school that isn’t interested in the early years experience can just get the robot. It comes as a kit with a shell, a chassis, wheels, motors and a PCB that serves as Cubetto’s brain. The PCB is open source, and everything is based on simple plug and play electronics.
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Children use scratch and Blockly to program the robot, and can just plug in a new sensor to change the behaviour of the robot, and even craft new creations and inventions. For 12+ year olds, people can simply purchase the Cubetto Board, which is a great prototyping platform for electronics, programmable with Arduino.
Activity ideas? The out of the box experience for both the Playset and the Robot is quite intuitive. It’s based on free play, which is what we encourage. Show children how it works once, and let them go!
One thing we do is a cardboard robot workshop, where we get children walking around a grid dressed as Cubetto the Robot, while handing each other instruction blocks. This helps even super young children come to grips with Playset, and it's also great fun.
Which computer science concepts can
be taught using primo? The Playset focuses on the queue of instructions. They can design, predict and write programs using the blocks. They can also easily debug by changing a block in the sequence. It’s simple and powerful. They can also learn recursions and negation using two special blocks we created. With the Robot by itself, there is basic robotics and physics.
Can schools use it as part of the
curriculum? Some schools already do, and we freely publish lesson plans that guide educators through the core concept mentioned above. It’s all available from our website: http://primo.io
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CodyRoby:Turning the Hour of Code into a DIY Unplugged Game
Alessandro Bogliolo is the coordinator of the School of Information Science and Technology of the University of Urbino, in Italy (http://
informatica.uniurb.it/). He teaches Computer Architecture and he
coordinates research activities in the Cields of wireless sensor networks,
mobile applications, and green cloud computing. In 2013 he founded Code’s
Cool (http://www.codescool.net/), an open online learning community where
pupils and parents can meet University students and teachers to code
together. Since 2013 he has served as Europe Codeweek Ambassador in Italy
(http://codeweek.it/). In 2014 he coordinated a pan European crowdcoding
experiment leading to the development of an Android game called FlagShip
(http://Clagshipgame.eu/). In November 2014 he launched CodyRoby
(http://codeweek.it/cody-‐roby-‐en/).
More than 90 millions people have tried an Hour of Code so far thanks to the playful massive open online course made available worldwide by Code.org. The Hour of Code is the most famous of the many cloud-‐based visual programming methods that have provided effective support to computer literacy campaigns targeting not only IT-‐gifted pupils, but neophytes of any age, regardless of their aptitudes and dreams.
Unplugged activities can further contribute to the diffusion of computational thinking, spatial reasoning and problem solving skills, lowering the access barriers in terms of age, infrastructures, and socio-‐economic conditions. This paper presents a method for organizing unplugged activities that retain the immediacy and effectiveness of the Hour of Code.
The method is called CodyRoby to emphasize that computer programming entails two roles: the role of Cody, a coder who provides instructions, and the role of Roby, a robot who executes them. At the beginning there are only three instructions: move forward, turn left, and turn right. Each instruction is represented by an arrow drawn on a playing card. While playing, Cody selects the cards to be passed to Roby, who moves on a chessboard accordingly. No equipment is required. Cody and Roby are just characters played by the players of the game. Having not only to write a code segment, but also to interpret and execute it, adds to the learning experience provided by CodyRoby with respect to its online counterpart.
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The Cody cards Cody cards are used to represent instructions as the blocks of visual programming tools. In order to make the game as intuitive as possible, instructions are represented using only symbols, with no words. The three basic Cody cards are shown in the Figure. They represent spatial instructions Turn Left (turn to your left without moving), Move Forward (make a step ahead), and Turn Right (turn to your right without moving).
Each card has the size typical of a playing card (about 1.97 x 2.76in) in order to be easily handled and packed in a deck. The instruction associated with the card is represented by the big arrow in the middle, while the two drawings in the upper part explain the effect of the instruction, showing the position of Roby on the chessboard before (to the left) and after (to the right) execution. The borders of the cards are shaped to suggest that they can be concatenated either vertically (top-‐down) or
horizontally (from left to right) like pieces of a puzzle.
The DIY Starter Kit The starter kit is freely available online (http://codeweek.it/cody-‐roby-‐en/diy-‐starter-‐kit/). It consists of 6 A4 pages to be printed out, cut out and folded in order to obtain a deck of 40 Cody cards, a card box, a folding chessboard that Cits into the card box, and the Roby pieces to be placed on the board. A silent video tutorial is available that shows how to cut out and fold the kit (http://youtu.be/D5hQ9UTDQ6s).
Instead of using the kit, teachers
could engage pupils in DIY
activities aimed at the design of
more creative Cody cards and
pieces.
Computer Science Unplugged!
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The Unplugged Games There are many unplugged games that can be played with CodyRoby. Some of them are described on the CodyRoby website, many mores will be posted soon. Hereafter I outline only two of them, that are particularly suited to experience the unplugged Hour of Code: The race and The tourist.
The race
The Race is a board game for two players (or two teams) of any age. The players draw a random path across the chessboard by marking with a pencil all the squares along the path. The suggested path length is of 8 squares, that can be marked by the two players in turn (e.g., two at the time). Cells must be contiguous, i.e., any new cell must share an edge with the previous one.
The Roby pieces are placed at the beginning of the path and all the cody cards are placed at a side of the chessboard, separated by type into three decks to be easily found and picked up.
When everything is ready, the players clap their hands and the game begins.
Each player (or team) has to take the cards from the side decks and to place them in sequence in from of her/him as fast as possible in such a way that the sequence of cards can drive Roby along the path. The player who Cinishes Cirst presses the GO! button and tests her/his solution. This is done by moving the Roby piece along the path according to the instructions provided by the cards. The other player follows the test and tries to Cind an error or to think at a smarter solution (i.e., a solution which makes use of fewer cards). If the solution is correct and no shorter sequences are proposed by the other player, the fastest player wins.
The tourist The Tourist is a spatial game for kids to be played by two teams. The game play is similar to The Race, with three main differences: i) it is played on the Cloor, ii) Roby pieces are replaced by a girl or boy playing the role of the tourist (an impartial referee possibly not
belonging to the two teams), and iii)
the path leads to the image (picture
of drawing) of a monument.
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Being a real-‐world spatial game, the path has to be drawn on the Cloor. The ideal material to be used to this purpose are puzzle play mats, but simple sheets of paper can also be used to compose the path.
As in The Race, the two teams start by composing a random path. This is done in turn by placing puzzle tiles (or sheets of paper) on the Cloor. Then a drawing representing a local monument (possibly drawn by the pupils) is placed at the end of the path, while the Tourist takes place at the
beginning. Cody cards are divided by type into three decks placed on a school desk. The two teams work on two desks placed at the same distance from the main desk. The game starts when the Tourist asks directions to the monument. The two teams have to run to get the cards they need and to put them in sequence to compose the directions. Then the cards are stacked up in a deck with the Cirst instruction on the top. The team who Cinishes Cirst provides the instruction stack to the Tourist who tests the solution following the instructions under the supervision of the other team. The fastest team wins if the solution is correct and no
shorter solution is provided by the other team.
The Unplugged Hour for Code The Hour of Code (http://hourofcode.com/) challenges online users to provide spatial instructions to a videogame character to help him/her Cind the correct path throughout a maze. There are 20 mazes of incremental difCiculty. The Cirst 5 mazes make use only of the three basic instructions, while the following ones introduce loops and conditional branches.
The unplugged hour of code consists of playing CodyRoby games using as paths the mazes proposed by Code.org. In particular, the Cirst 5 mazes of the hour of code can be directly played with the starter kit on a 5x5 chessboard, as shown in the Figure. These 5 paths can be proposed as a warm-‐up activity before allowing pupils to design their own paths.
Cody cards representing Loops and Conditions will be released in February 2015.
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by Elliott Plumb
One thing we all remember at school is gathering around our teacher and listening to a story at the end of the day. Story telling has, and still remains, a huge part of a child’s school life. As the iPad has begun to emerge into schools across the world, so has the opportunity to download a whole host of applications. Within this bank of applications lies a plethora of story selling apps! This fantastic opportunity allows children to combine the tradition of story telling with Computing and use images, text, video and audio to tell a story. Teachers have always had the opportunity to make story telling magical, now it’s the children's turn! There are a whole host of Story Telling Apps out there, here are a selection of those that are highly acclaimed and best of all, FREE!
Which Story Telling App should
you use in the classroom?
App name Suitable for What is good about it?
KS1 & KS2 This App is great fun and allows children to experiment with their acting skills as well as providing suitable videos and images for the news screen. If you are teaching particular English topics, informative or persuasive texts in particular, this app gives children the opportunity to use key vocabulary. It is a free app so there is no excuse to not give it a try!
KS2 and above This more mature story telling app is very easy to use and is displayed like a book. Children can even create a story that can be shown on the Smartboard. This app has proved popular with adults and children alike!
KS1 and Lower KS2
This personal favourite is extremely good fun. I have used this app for Modern Foreign Language lessons, as the audio is so easy to use. You can modify your sock characters and put different backgrounds in place. This app is perfect for basic conversations (Especially if children are practicing different languages!).
KS1 & KS2 This is a slightly different story telling app. This app would give children a great opportunity to order and present events in their life. Chronologically ordering events such as summer holidays, Easter or a school trip would be perfect for this app.
Sock Puppets
�
Talking Tom and Ben News
�
Animoto
�
StoryKit
�
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CELEBRATING CODE WEEK EU IN THE UK
by Su Adams, ICT Technician & ICT Coordinator
On 18th October Staplehurst School celebrated Code Week UK in style with our 2nd U Can Too -‐ Mozilla Maker Party. We saw visitors not only from our own school, but many schools from the local area, as well as schools from as far aCield as Snodland, Romford in Essex, and Surrey. We even had two lovely visitors from Korea, who were performing government research on the UK Computing Curriculum.
U Can Too was so busy that we couldn't register everyone who walked through our doors, but we do know that we had more than 350 who came along and gave coding a go at our event. We were exceptionally lucky to be invited to apply for a grant from Google, even luckier to win that grant! Our 1st U Can Too event saw just under 100 people attend, so we increased our publicity campaign and added many new activities; both enabled by the funding from Google. With such an increase in numbers attending we were pleased that we made the right decisions and thoroughly excited to see families working together to create so many different coding based projects and having so much fun.
Our activities were very varied, including unplugged coding activities, like our giant version of Robot Turtles as well as the more obvious choices, such as Scratch. We also had activities that we made ourselves with some good old-‐fashioned wood, these
were very popular, especially our 'Crack the Code' game and our 'Sphero Maze Challenge' both of which our Code Club got the chance to get in on the coding.
Here are some of the other activities that our visitors spent their 2 hours doing: Giant Voice Controlled Human Crane, Life-‐Size Robot Turtles board game, Mozilla X-‐Ray Goggles, Sphero Maze Challenge, Sphero Arena, FUZE Raspberry Pi’s, Code Club Scratch Creation – Crack the Code, Scratch programming, Scratch Jr, Looming with algorithms, Zu3D Animations, Soldering, Minecraft, Lilypad eSewing, Electric Paint. We also had a shop and an eSafety area.
There is more info on our event blog,
please Cind the link below:
http://www.staplehurstschool.co.uk/
school-‐events.php
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As well as our U Can Too event we got up to many other activities during Code Week UK. We delivered training to parents sharing with them several of the programming tools that are available to their children at home, we took our Digital Leaders along to present an 'unplugged' coding workshop at Code Week UK's London event, which was an amazing experience for us all and our Key Stage 2 children presented an eSafety Expo, including acting, singing and debates on a variety of eSafety topics. As well as all this our Code Club and Digital Leaders had some extra special sessions during Code Week UK. Code Club were visited by Vicki from FUZE who delivered a fantastic workshop using FUZE Basic to Code Raspberry Pi's and controlled a robotic arm using the Raspberry Pi. Whilst our Digital Leaders were visited by Lego Education for a Lego WeDo workshop challenge, our DLs worked in pairs to see who could make their Lego WeDo Motorized Spinning Tops spin for the longest... it was a tie, Samantha and Eleanor v Sam and James. It was impossible to tell which Cinished Cirst when both spinning tops stopped in unision!
As you can tell, we had a very busy week exploring the world of coding, and most importantly we loved every minute of it!
Our U Can Too event, was the biggest part of our Code Week UK endeavours. We are very proud of the success of our event (and the week in general) and attribute much of it's success to the funding provided by Google. With this in mind we would like to say a huge thank you for your invitation to apply for it and also your support for our involvement in Code Week UK. I am still
working on creating a video of the DLs review, I should have it done for you by the end of the week. In the meantime, here is a short review from one of our DLs about our presentation at your London event:
James says:
“CODE WEEK UK on 15th October
This activity was very fun. I particularly
enjoyed talking to Ross and Mathew who
were computer scientists, as well as
teaching grownups our unplugged activity.
Ross & Matthew taught me that there are
different ways of sorting which are quite
exiting. If I was offered the opportunity, I
would deCinitely do this activity again. It
was very informative. Personally I think it
would be a school trip that all of Year 6
would enjoy, but it would be too crowded.
If next year’s Digital Leaders are given the
opportunity to represent us again, I would
say, go ahead, it’s a great experience!”
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IN NORWAY
TEACHMEET
by Øystein Imsen
The Cirst teachmeet in the capital of Norway took place early in January, in the University of Oslo. Forty teachers and some representatives from ed-‐tech related businesses and startups attended, many more watched the live stream. This is part of a strategy to bring teachers and developers together in an ed-‐tech cluster, and a decent way to kick off a new year. A teachmeet is a good way to meet other teachers, share practices and get updates on educational technologies. There is an abundance of excellent ideas and relevant technology out there, but content in school does not change by itself. Enthusiasts and professionals need support and motivation to keep up their good work. Distances in Norway can be difCicult to overcome. The distance from Oslo to the Russian border
equals a trip from London to Istanbul, and since there are far less people living there – they seldom meet.
The teachmeet in Oslo was organised by Digitalpedagogene, the Norwegian answer to CAS and similar organisations and companies who train teachers in technology and pedagogics. There are two different types of teacher educations in Norway, the Universities and the "lærerskole", academies who are less oriented towards research. Both Universities and Academies are having a hard time keeping up with the development, and this is one of the reasons why private companies like Digitalpedagogene are in demand.
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Building an arena for ICT in schools is important to the Oslo region. Every year, swarms of Norwegians seek out the BETT show in London -‐ to get new impulses from abroad, but Cirst of all to meet other Norwegians who are interested in school and technology. Some are there to sell, some are Cierce network builders, and some are just there to hang out,
but in the end, they are all part of a movement who agree about one thing: there is an urgent need for change in education, and ICT is bound to play an important role. The emerging coding movement, “Lær kidsa koding”, has also had an important impact.
First, there was an interesting introduction from a local celebrity. Professor Sten Ludvigsen, head of the advisory commission working on “framtidens skole”, the future of Norwegian schools, presented his views on what direction he would recommend to the politicians. A short resume: Cross-‐ curriculum and problem based learning, self-‐regulation and collaboration – everything normally associated with the 21st century skills movement – is the recipe to success and innovation. It remains to be seen if politicians will choose to listen to Ludvigsen, one can only hope.
Norwegian schools have a tradition for being progressive and student centred, but the last ten years have been different. Old fashioned governance of schools and increased focus on teach-‐to-‐test has cemented the contents in schools, forcing teachers to take responsibility for school development themselves. The national authorities have also delegated
responsibility for schools to a communal level, which has led to bad investments, confusion and increasing differences. As a result of this system failure, teachers went through a bitter strike last year, and the wounds between school leadership and teachers still need some mending.
A teachmeet must be both informal, informative and entertaining, but nobody expects anyone to have the qualities of a stand-‐up comedian and a professor in education sciences at the same time. Still, those attending, got excellent presentations on gaming, Arduino and robotics, the use of iPad in music lessons, Minecraft in kindergartens and how to use fan-‐art as a learning method. There was enough content for several teachmeets, and there is hopefully still more to come.
This was the Cirst teachmeet in Oslo, and there will be many more. Once the word spreads, and more teachers loosen up to the concept, there might be hope that a new tradition has been born.
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MINECRAFT- LEARNING BRICK BY BRICK
Placing emerald blocks, crafting tables and using a furnace are not ordinarily things that you would associate with primary-‐aged children. However, on the October 27th MinecraftEdu workshops hosted by The WOW Zone in Wythenshawe, this is exactly what over 30 young people did!
The WOW Zone is Wythenshawe Community Housing Group’s learning centre that works with local schools on a variety of exciting, creative, technology-‐based projects. The WOW Zone team aims to raise children’s aspirations and equip them with the knowledge and skills to enter this modern age of computing. The feedback from this event, from both children and parents, proves how relevant an event like this really is. Mark, a parent from Wythenshawe, said:
‘Athena and Zanthe
enjoyed the Minecraft
workshop immensely. It’s great
to see such forward thinking
ideas that will introduce kids
to the world of code, whilst
allowing them to socialise
and share ideas.’
The event, run by TeacherGaming, was part of their European tour, and saw children working collaboratively to navigate through the virtual world, build houses and program turtles. Mikael Uusi-‐Mäkelä, Learning Designer at TeacherGaming said:
‘Compared to all of the
other places I’ve been on the
tour, the room was very well
equipped and the group
actually worked well as a
group, as opposed to working
individually.’
by Lisa Whittaker, teacher at the WOW Zone
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Construction of a virtual house is much more complex than you might Cirst imagine. Initially, student’s inventories were bare. They had to ‘mine’ for raw materials, and combine those materials to create new ones, thus learning about manufacturing processes and skills. Approaching Minecraft in an educational setting, using structured guidance, enabled the children to be creative without being destructive.
Daniel (aged 11) said:
‘It’s fun, it’s great and it
helps educate!’
Primary school teachers are now expected to deliver programming and coding sessions as part
of the new Computing Curriculum. MinecraftEdu covers objectives linked with coding in a discrete way, so that children don’t even realise that they are learning. The sessions highlighted the children’s natural afCinity to the language of code.
Chris Jones, Computing & Solutions Expert for over 20 years, said:
‘They [children] take to it like a
duck to water. I’ve never seen kids
so excited and enthusiastic about
anything before.’
The WOW Zone are proud to have been the North-‐West host on this tour, and will continue to deliver high-‐quality MinecraftEdu sessions as part of their unique offer to schools.
The WOW Zone is WCHG’s learning centre based at the
Woodhouse Park Lifestyle Centre, in Wythenshawe, Manchester. All
their learning programmes are delivered on site in their dedicated
Apple Mac suite, involving the creative use of ICT. Students use
the latest technology as a platform to enhance their learning and thrive
in a positive environment. During 2012, 335 students accessed a learning programme at the WOW
Zone. In 2013 they worked with 413 students. And in 2014, they worked with over 375 students.
“Top quality teaching and learning, top quality teachers and learners.”
- The late Paul Goggins, MP
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I am aware that the computer science aspects of the new computing curriculum creates extra
work for some teachers as they need to learn many unfamiliar concepts. I know this can be
challenging and time consuming, but I think we are very fortunate because there is a vast
range of free programming environments /apps available for teachers to use for teaching
computer science elements to children. What we need to remember is that the program itself
doesn’t just make children develop computational thinking, the context we use, the
pedagogical approach we employ shapes the learning experience of our students.
On the next page I have shared a simple activity which can be used as a main task or as an
assessment task at the end of a coding session. The aim is to support children to design
solutions for a speciCic purpose by selecting and using correct blocks in a sequence. These
activities can encourage them to think in logical steps which is the main foundation of
problem solving skills and at the same time provide opportunities for peer or whole class
discussions.
Before this task there are some hands-‐on activities that you can do with children that
will help them to design and use algorithms, which is a key element of programming.
You could:
• Ask the children to design their own dance routines in small groups on paper. Then let them
try out each others dance algorithms. Remind them to use functions such as ‘repeat’, ‘If ’,
and ‘forever’.
• Download the vector version of standard Scratch Blocks created by Paul Heather from
the link below:
http://scratched.gse.harvard.edu/resources/vector-‐scratch-‐blocks
• Print the cards and laminate them. You can use these cards to practice speciCic actions with
the children before moving onto the on-‐screen program. The children can work in small
groups to give instructions to each other using the Scratch cards.
• An example solution for the dance task can be seen at http://scratch.mit.edu/projects/
43629216/
PROBLEM SOLVING USING
SCRATCHby Yasemin Allsop
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Let’s Dance!
Open the project ‘dance’ on the Scratch website. http://scratch.mit.edu/projects/43599688/ and save it to your documents using a different name. Complete the tasks below:
1. Gobo is learning to dance. Add blocks to the script to make Gobo dance.
2.Gobo needs to feel the rhythm. Add sound blocks to create a beat.
3.What block do you need in order to make Gobo say 'I love dancing'?
CHALLENGE
Can you make Gobo stop dancing after 30 seconds? Tip: You need to use a variable
LEARNING OBJECTIVES • I can select and use programming blocks in a sequence to achieve a speciCic outcome.
• I can use variables in a program.
© Yasemin Allsop
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PEOPLE WHO INSPIRED US!
My Cirst encounter with computers was playing a game called Hunt the Wumpus on a BBC Micro computer. My dad was a Maths teacher at a
secondary school and he used to bring the departmental computer home in the holidays . I then went on to code my own simple games in BASIC from books and learned the hard way that the code was stored in RAM when we had a power cut and I lost a game that was 75% complete! Computers were always something that my generation did as a hobby though – and gradually school subjects took over. Studying Computing in school wasn’t an option, and with no Internet connections in homes or schools (can you imagine life without the internet now?!) there was no one to talk to about computers either. So I followed an Arts path, studying Music and Foreign Languages. It was only when did work experience and subsequently had a job that I realised that I had a knack with computer systems. I tended to pick things up more quickly than other people, and while I didn’t understand everything, I was the go-‐to person for technical queries . The company I was working for paid me to do a degree in IT & Computing, which was a complete change from what I had done before. I worked full-‐time and studied part-‐time with the Open University, learning programming languages such as
Smalltalk, C++ and Javascript, and graduated with a Cirst-‐class honours degree. I have to hold my hands up and say I’ve never coded anything of importance though – and I think that’s because the link between education and application in the real world was never quite there. But now, with the new Computing curriculum, children have the opportunity to learn coding from a young age. The collaborative nature of coding means that it has a cross-‐curricular appeal. You can’t code on your own – even if you write all the code on your own, you still need someone else to test it. Coding also offers a unique opportunity for creativity that I don’t think can be found anywhere else in the curriculum, except for maybe music. When you have a piano keyboard in front of you, what you create with the notes is up to you. When you have a coding environment, you have the tools to use, but how you put them together is again your choice. On St Pancras station concourse there are a couple of pianos which any member of the public can go and play. When I arrived in London this afternoon, one of the pianos was free so I sat down and played some music by Adele. I was feeling pretty happy about that – until I then walked up the concourse and found the other piano being played by a gentleman who had actually drawn a crowd of people stopping to listen to him playing some Liszt! As a child, I stumbled around with coding but never had the chance to learn it from anyone else – I see my role now as passing on the baton to the next generation of children who are getting fantastic opportunities to create, collaborate and code. I’m sure they will soon overtake me and become the coding equivalent of the concert pianists of their generation!”
This corner is allocated to an inspirational person who has contributed to the educational technology community to tell us about themselves. Please meet Katherine Childs, Educational Technologist who works for Derbyshire Primary Schools in the UK.
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EDITORIAL TEAM
Editor-in-chief: Yasemin Allsop@yallsop
Christopher Carter@christocarter
Alessandro Bogliolo@neutralaccess
Elliott Plumb@followthatPlumb
Øystein Ibsen@oimsen
Su Adams@SuAdamsEdIT
Published byictinpractice.comLondon, UK
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