coding and the curriculum

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Coding and the Digital Technologies Curriculum Jemima Saunders Digital Learning Consultant @mimasaunders

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Coding and theDigital Technologies Curriculum Jemima Saunders

Digital Learning Consultant

@mimasaunders

Session Structure

Part 1

Theory and Pedagogy

12:30 - 1:30

Part 2

Classroom Practice

1:45 - 3:30

Part 1: Theory and Pedagogy

● Examine Digital Technologies Curriculum ● ICT General Capability & DT Learning Area● Three types of thinking● Computational thinking exercise● Planning and Assessment

“Digital Technologies, in which students use computational

thinking and information systems to define, design and implement

solutions” SCSA, Digital Technologies Curriculum - Rationale

Learning Area

Subject

Strand

Sub-strand

Full implementation required by 2018

Achievement standards displayed sometime in Sem 2, 2016

What about the ICT General Capability? Digital Technologies has a

specific curriculum that includes the

practical application of the

ICT General Capability.”

(SCSA, K-10 Circular, April 2016)

Knowledge & Understanding

Processes & Production Skills

Unpacking the strands

THE CONTENT

Focuses on digital information, digital

systems and technologies and digital

technologies in society.

APPLYING THE CONTENT

Focuses on formulating and investigating

problems; analysing and creating digital

solutions; and utilising skills of digital

creativity, innovation and enterprise for

sustainable patterns of living.

Digital Systems Representation of Data

Knowledge & Understanding

THE CONTENT - What are the common themes throughout the content descriptions?

Collecting, Managing & Analysing Data

Digital Implementation

Processes & Production Skills

Creating Solutions by: (continued next slide)

APPLYING THE CONTENT - What are the common themes throughout the content descriptions?

Investigating & defining

Designing

Creating Solutions By:

Producing & implementing

Evaluating

Collaborating & managing

“Creating Solutions By”“The set of activities undertaken by students to

address specified content, involving understanding the nature of a problem, situation or need;

creating, designing and producing a solution to the project task and documenting the process.

Project work has a benefit, purpose and use; a user or audience who can provide feedback on the success of the solution;

limitations to work within; and a real‐world technologies context influenced by social, ethical and

environmental issues. Project management criteria are used to judge a project’s success”

SCSA, Technologies Glossary “Project”

PEDAGOGICAL MODEL = Project Based Learning“The set of activities undertaken by students to

address specified content, involving understanding the nature of a problem, situation or need;

creating, designing and producing a solution to the project task and documenting the process.

Project work has a benefit, purpose and use; a user or audience who can provide feedback on the success of the solution;

limitations to work within; and a real‐world technologies context influenced by social, ethical and

environmental issues. Project management criteria are used to judge a project’s success”

SCSA, Technologies Glossary “Project”

What are the possible benefits for students learning

Digital Technologies in Yr 3-6?

(click to type your answer)

Design Thinking

Computational Thinking

Systems Thinking

Design Thinking

Use of strategies for understanding design problems and opportunities, visualising and generating creative and

innovative ideas, and analysing and evaluating those ideas that best meet the criteria for success and planning.

Systems Thinking

A holistic approach to the identification and solving of problems, where parts and components of a system, their

interactions and interrelationships are analysed individually to see how they influence the functioning of the

whole system. This approach enables students to understand systems and work with complexity, uncertainty

and risk.

Computational Thinking

A problem-solving method that involves various techniques and strategies that can be implemented by digital

systems. Techniques and strategies may include organising data logically, breaking down problems into parts,

defining abstract concepts and designing and using algorithms, patterns and models.

“Computational thinkers are the creators, designers, and developers of the technology tools and systems that are now contributing to major advances in almost every field of human understanding and endeavour”

Computational Thinking - what is it?

● Decomposition: Breaking down data, processes, or problems into smaller, manageable parts

● Pattern Recognition: Observing patterns, trends, and regularities in data

● Abstraction: Identifying the general principles that generate these patterns, remove unnecessary information

● Algorithm Design: Developing the step by step instructions for solving this and similar problems

Computational Thinking - looks like...

● Confidence when dealing with complexity

● Persistence when working on difficult or open-ended problems

● Tolerance for ambiguity

● An ability to communicate and collaborate to achieve a common solution

Computational Thinking exercise

Confidence?

Communication?

Collaboration?

Perseverance?

SKILLS

Digital Technologies Curriculum:

Digital Technologies aims to develop the knowledge, understandings and skills to ensure that, individually and

collaboratively, students:

● use 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 transform data into information and to

creatively communicate ideas in a range of settings

● apply systems thinking to monitor, analyse, predict and shape the interactions within and between

information systems and understand the impact of these systems on individuals, societies, economies and

environments.

The Aims

Short break

Part 2: Classroom Practice

● Coding: where, why, what, how● Hopscotch, Scratch/Jr and Coda Game exploration● Design an activity for your class● Share your activity● Goal setting and Plenary

50% of the Australian workforce are in jobs

that will be affected by automation in the next

10-15 years

More than half of Australian workers will need to be able

to use, configure or build digital systems in the next

2-3 years

Source

Digital Literacy

Coding

Coding is telling a computer what you want it to do using

step-by-step commands. It is programming language.

Coding

Creation > Consumption

Stories � Animations � Games

Hopscotch

Year 3 Year 4 Year 5 Year 6

Task:

Can you make an object become invisible

when a loud sound occurs?

Task:

Can you code your sprite to draw two

squares of different sizes on the screen?

Task:

Can you create code to draw a rainbow?

Can you make the rainbow sing?

Task:

Can you code a simple game based on the

premise of rock, paper, scissors?

Scratch Jr (app)

Teacher Resources

Pictures of the Coding Blocks (class display posters)

Collage, Story and Game modules (lesson pdfs)

ScratchJr official guide (sneak peek)

Make a spooky forest

Make the sun set

Make characters greet each other

Coda Game

Devote time for discovery → sharing

Build knowledge together, create

Try → adjust → re-try → improve → repeat �

Formative peer feedback

Confidence?

Communication?

Collaboration?

Perseverance?

SKILLS

Coding: Lesson plan

1. Identify one content descriptor from your Year Level that relates to coding e.g. (transforming data, branching, algorithms, sequencing etc).

2. Choose one coding tool. Play with it.

3. Consider a pedagogical model suitable to your class e.g. PBL, inquiry based learning.

4. Design an activity sequence for a lesson that caters to your nominated curriculum content utilising a coding tool.

Sharing time

My Term 3 Goal...