This week we continued our digital
learning experiences which focused on simple algorithmic programming. Whilst all activities are computer-based, there are many coding
activities that are not computer based (unplugged), useful to consider when you
do not have regular computer access in your classroom. This week's learning
challenges are to explore the Angry Birds Maze and a website called Scratch. The
Angry Birds Maze game can be used effectively used in a classroom as this
activity meets the Australian Curriculum learning outcomes as it confidently
uses digital systems to efficiently and effectively to automate the
transformation of data into information and to creatively communicate ideas in
a range of settings
Scratch is a website where you can create
games, animations and stories that you can share around the world. Scratch is
designed with learning and education in mind. A wide variety of educators have
been supporting Scratch creators since 2007, in both formal and informal
learning environments – K-12 classroom teachers, educational and computer
science researchers, librarians, museum educators, and parents. Scratch helps
young people learn to think creatively, reason systematically, and work
collaboratively essential skills for life in the 21st century.
The ability to code computer programs is an
important part of literacy in today’s society. When people learn to code in
Scratch, they learn important strategies for solving problems, designing
projects, and communicating ideas. Students are learning with Scratch at all
levels (from elementary school to college) and across disciplines (such as
math, computer science, language arts, social studies).
Next I completed the Digital Learning Challenge which was creating a game on Scratch. I found
this activity relatively simple as the instructions were straight forward. I
enjoyed following the instructions to make the game where the Shark follows
your mouse to eat the fish. The process of making this game would be a great
activity for students in a classroom as they will use computational thinking
and the key concepts of abstraction; data collection, representation and
interpretation; specification, algorithms and implementation to create digital
solutions.
Computational Thinking Skills - Algorithms ( from the Australian
Curriculum):
·
Follow, describe and represent a sequence of steps and decisions
(algorithms) needed to solve simple problems.
·
Experimenting with very simple, step-by-step procedures to explore
programmable devices, for example providing instructions to physical or virtual
objects or robotic devices to move in an intended manner, such as following a
path around the classroom.
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