Tag: community

INTRODUCING CODING AND COMPUTATIONAL THINKING WITH CODE-A-PILLAR

Dundee practitioner, Judi Regan has very kindly shared resources for some wonderful Code-a-pillar play activities for early level learners. If you were at SLF 2019, you may have been lucky enough to attend her seminar. Among the resources, there are the ‘human’ Code-a-pillar arrows for children to wear. Judi them laminated these and added string for children to wear to remind them which ‘direction’ they were during unplugged CS play and also when creating their algorithms with the Code-a-pillar . The children would decide on the directions the Code-a-pillar was to travel, and form a line, holding on to the person in front. The ‘head’ would listen for each child in turn to call out their ‘direction’ and would then move in that way to make the ‘human’ Code-a-pillar travel. This could be extended by planning in advance how to reach a particular object/area; recreating the actual Code-a-pillar algorithm and moving alongside as it moves or making a plan for moving in a shape, e.g., “let’s see if we can get our human Code-a-pillar to move in a square shape?”

We have popped all of Judi’s resources into a folder on OneDrive, you can access and download here.

WHY COMPUTING SCIENCE MATTERS

by Susan Ward, DHT Kingsland Primary, Scottish Borders

Finding the time for computing science can be tough. With a slimmed-down recovery curriculum to contend with and a ‘to do’ list stretching to infinity and beyond, primary teachers could be forgiven for consigning CS lessons to the ‘would be nice’ pile rather than firmly rooted in the weekly plan’s must haves.

But computing science is too important to be sidelined.

There’s a viral video doing the rounds just now of a toddler demanding that an Amazon Echo play her favourite song (Baby Shark, in case you’re wondering). The person filming watches with great amusement as the little girl talks to the machine as if it is alive: “Alexa, play my favourite song!” When Alexa obliges, the little girl claps her hands in delight: “Alexa you my friend!” she squeals.

And as any stumped parent will tell you, ‘asking Google’ quickly becomes a regular response to the steady stream of “But why?” enquiries from curious offspring from their earliest days.

The message inadvertently given to children is that technology knows best, that Google and Alexa are the smart ones, that they just magically “know”.

The point here is that to a generation used to asking machines to do everything from play CBeebies to shutting the curtains, making computing science visible becomes a real struggle. Technology is now so integrated into the fabric of everyday lives it becomes unseen, unknowable, just ‘there’.

In the absence of good-quality computing science teaching, we are faced with a generation growing up who will believe Alexa is the ghost in the machine. All-seeing and all-knowing, machines will provide all the answers and children won’t think to question how they know.

But if our children and young people don’t know how the machines work, how can they design them to work better?

Teaching children to think computationally is essential learning and should start as young as possible. Children in nursery can understand the importance of sequencing and pattern making, the idea that instructions have to be clear and sensible. Tinker tables where children can take machines apart and look inside make technology visible and encourage curiosity about how things work. Like the technology all around us, the principles of computing science are woven into our everyday lives. We just have to show our children where to look.

There are lots of nifty gadgets out there that can help and one of the best and most underused is the humble Bee-Bot. Sturdy enough to cope with enthusiastically sticky hands yet sophisticated enough to demonstrate simple programming, Bee-Bots are a brilliant option. In our school, P4 learned to program using Bee-Bots, initially by using paper ‘fakebots’, available free from Barefoot Computing, to design and debug before moving onto the real thing. Problem-solving and collaborative working were in plentiful supply as children sought out and tested their own solutions.

Once confident in their programs, P4 created some furry costumes and story mats and, in the era before class bubbles, they were able to head to nursery to teach the younger children what they had learned. Big fans of ‘Going on a Bear Hunt’ by Michael Rosen, the Bee-Bots became bears and the nursery children learned how to program the bears to go through the swishy grass and oozy mud, just like in the story.

This is a small example of how computing science can open doors to learning and collaboration across the curriculum and across your school. It is a great leveller, a chance for children to shine in unexpected ways when the pursuit of a logical solution becomes a shared goal.

Computational thinking doesn’t require lots of resources or even constant access to a computer. It’s not about ‘doing coding’. We can grow problem solvers, careful sequence checkers, creative thinkers and logical predictors long before the word ‘algorithm’ is ever mentioned.

Showing children and young people how machines work, drawing back the curtain on the ‘magic’ and opening their eyes to the amazing and inspiring power of computational thinking will ignite your classroom and the potential that lies inside every child.

When you get right down to it, computing science is about careful attention to a problem and the curious and methodical pursuit of an effective solution.

 

What weekly plan cannot make space for that?

TEACHING COMPUTING IN A ROAD SAFETY CONTEXT

This short clip captures how Computing Science does not sit insolation and this is one example of how it can be embedded through the curriculum and in the context of children’s interests through play. The context for learning in the video is health and wellbeing, road safety. The programmable devices are all playing an important role in telling the story of how to cross a road safely. Early level learners create algorithms to programme the BeeBot to travel as cars along the road. Older learners use a more abstract form of programming with the other devices in the clip.   

  • I know and can demonstrate how to travel safely  HWB 0-18a  

 

  • In movement, games, and using technology I can use simple directions and describe positions MTH 0-17a

 

  • I can develop a sequence of instructions and run them using programmable devices or equivalent. TCH 0-15a 

 

If you paid close attention, you may have noticed a missed debugging opportunity? The programmable device ‘crossing the road’ did not look left and right again before crossing the second road! 

DEDRIDGE PRIMARY SCHOOL CODE CHRISTMAS

Dedridge Primary School, West Lothian shared this wonderful example of how early level learners created algorithms to programme BeeBots to retell the nativity story at Christmas time. How many areas of the curriculum can you identify in this clip? 

We would love to continually add examples of how you are embedding computing science through play in ELC settings and with the young learners you are working with. Please click on this link to share your examples of unplugged computing science and how children are exploring programmable devices if you have access to them 

INSPIRING DIGITAL ENTERPRISE AWARDS AT GROVE ACADEMY

iDEA Awards, Grove Academy

Gavin Pyott, PT Computing Science

I became aware of the iDEA awards by chance when it was first launched 3 years ago. I can’t explain how glad I am that I did. The programme is so well written and produced that all learners are drawn into the modules and are keen to do more. Due to the positive impact iDEA had with classes in my department l began promoting the awards and encouraging others to use it within their schools. As a result of this l was awarded the title of Teacher Ambassador from iDEA.  

The Inspiring Digital Enterprise Award, known as iDEA, is an international programme that helps students develop and demonstrate digital, enterprise and employability skills.

Since its launch, iDEA has established itself as the digital equivalent of The Duke of Edinburgh Award. The iDEA awards are recognised by universities and employers so are a great addition to any student’s CV.

The iDEA awards allow students to map their knowledge and understanding of the digital world through a series of modules (badges).

The badges have been designed to unlock new opportunities and raise awareness of the diverse range of careers in our digital world, all the while allowing students to gain an industry recognised award to help them stand out from the crowd.

To achieve a Bronze Award, students need to earn a minimum of 250 points, including at least 40 points in each of the core categories of the curriculum: Citizen, Worker, Maker and Entrepreneur.

CITIZEN BADGES cover digital awareness, safety and ethics.

WORKER BADGES introduce tools and techniques which are useful in the digital workplace.

MAKER BADGES cover digital creativity and building and making in the digital world.

ENTREPRENEUR BADGES explain how to originate ideas and bring them to life.

GAMER BADGES investigate gamification techniques and help people learn how to make games.

These badges are all very informative and explain complex concepts in a straightforward, easy to understand, way. All badges are designed to be interactive, allowing pupils to answer questions as they go, building up their knowledge step-by-step.

To help track student progress iDEA have launched ‘organiser codes’ and the organiser area. This allows you to provide pupils with a simple code to add to their iDEA profiles. This will then pull the progress charts for each pupil together into a handy, easy to use spreadsheet.

After completing the Bronze award, many pupils volunteer to move on to the Silver. Unlike Bronze, the Silver award has been written as a series of topics. Each topic is story-based with students being guided through a real-life scenario as they discover the skills required to progress.

Due to the amazing quality and excellent writing in the badges in the programme the target audience range has really been opened up. I have successfully delivered the iDEA award in S1, S2 and S3. We now have pupils is S4-6 who are also tapping into the programme as it has caught their attention. iDEA also works great in an upper primary setting. My own daughter liked the look of the badges and had a go herself. She successfully completed the Bronze award in Primary 6 and completed her Silver when in Primary 7. Not wanting to stop there she completed a total of 50 Bronze badges to become ‘Badge Champion’ and completed the remaining Silver topic to become a

‘Silver Star’. This determination to complete the modules has been replicated by students in my classes who applied the Pokemon ‘got to get them all’ approach to the badges and awards. I have to admit, I have done this too! The iDEA badges are so interesting and informative I found I couldn’t stop either! As an introduction to a new concept (block chain) or to brush up existing skills the iDEA Award is great CLPL for staff too.

Mr Pyott has created a Sway which will give you a full introduction to the work and process involved in using iDEA and his top tips. To view click here.

To see more from Mr Pyott you can visit his Twitter feed on @MrPyott

To see more from Grove Academy, please visit their Twitter feed on @Grove_Academy

You can find out more on iDEA Awards via https://idea.org.uk/ 

EMBEDDING CS IN MATHS WITH CODE.ORG EXAMPLES

There is so much maths in computing and that presents excellent opportunities for interdisciplinary learning. Why not plan to introduce directional language through these engaging challenges form code.org? Learners simply drag blocks of ‘code’ together like jigsaw pieces to solve mathematical puzzles. There’s help videos and hints for each challenge and even an educator section to support you teaching it.

Here are some great places to start your maths/coding adventure:

Pre-reader challenges – Ice Age

The Ice Age-themed ‘pre-reader’ challenges only ask learners to use one or two blocks of code at a time and the directions are represented by arrows, so they can start to code without needing to read.

Play it

Introducing directional words – Star Wars

This Star Wars-themed challenge introduces the use of directional words on screen. So as your learners develop confidence with directional language, they can try more challenging code too.

Play it

Exploring degrees – Frozen

This Frozen-themed challenge introduces the use of degrees and angles to control the characters on screen.

Play it

CREATIVE COMPUTING SCIENCE AT STEWARTON ACADEMY

Fraser McKay, Computing Teacher at Stewarton Academy takes some time to talk about Computing Science delivery in the school.  Fraser discusses gender balance, escape rooms and physical computing among other topics,  We also hear from students in S2 and S5 about their experiences. in the course of these 3 videos.

Stewarton Academy is in East Ayrshire.

https://blogs.glowscotland.org.uk/ea/stewartonacademysite2016/

https://www.youtube.com/playlist?list=PLiNisyhLItoAoIx3mep-ptqMIRwYPN2QN

 

TEACHERS’ REFLECTIONS ON ADDITIONAL TEACHING QUALIFICATION IN COMPUTING

Jonathan Henderson, Lasswade Primary School, Midlothian, @MrHenderson321
Emma Hedges, Victoria Primary School, Falkirk, @MissHedgesVPS

We are delighted to be part of the first cohort of a new program of CLPL aimed at up-levelling primary teachers’ skills in delivering the Technologies curriculum. This online program leverages some of the University of the Highlands and Islands (UHI)’s existing courses for cross-qualifying existing secondary teachers into Computer Science but provides primary teachers with the expertise necessary to deliver the computing curriculum up to SCQF Level 3. This course has been designed and supported by the British Computer Society, Microsoft, Education Scotland and the Scottish Government.

Currently, we are in Week 4 of the first 12 week module on Databases and Computer Systems, with a second module planned to start in September which will focus on Coding and Web Technologies. So far we have learned about Software, Hardware, Numbering Systems and Logic Gates, and we will soon be moving onto learning about databases and SQL. The work for each week is split up into sections which has contributed to making the course manageable to fit in around a full time teaching job. Each week has involved gaining new knowledge via videos and Sways. There have also been interactive elements such as mini quizzes and using what we have learned to complete tasks such as calculations involving binary numbers. There has been a feeling of satisfaction when we have been able to use our new found knowledge, or from learning from our mistakes, to complete these tasks.

We have also been given the opportunity to complete an additional entry-level Cisco course about Linux which many participants have signed up to complete.

So far, it has been fascinating to go further into subjects which are beyond the normal scope of the primary curriculum and refresh and update our understanding of computing. Through being provided with this opportunity we are once again in the role of the learner. This has been an interesting experience and has made us consider the different ways in which we can share what we are learning to the wide range of needs of our learners, as well as with our colleagues.

We are also enjoying the opportunity to network with colleagues from across Scotland as well as across primary and secondary education. It has been interesting to learn about the different backgrounds of our colleagues who are also enrolled on the course and to be able to interact with them online either on the UHI learning space or on Twitter. With the submission date of our first assessment approaching, we’re very much focussed on doing our best in order to get the most out of the course both for ourselves and for our pupils.

Find out more about the qualification here

REMOVING BARRIERS TO LEARNING COMPUTING SCIENCE AT SPEYSIDE HIGH SCHOOL

As a teacher of Computer Science I’ve always looked for ways to remove barriers to learning and make the curriculum more accessible. One of the biggest hurdles to this has been the complex nature of managing the installation and use of IDEs (Integrated Development Environments) to teach computer programming. Without a burning passion for the subject, you can forget getting a young person to download something like Microsoft Visual Studio or Eclipse at home.

A few years ago, whilst looking for a solution to my concerns I switched to repl.it to teach computer programming with the language Python. Repl.it is an online development environment which is completely browser based and requires no software installations on the user’s device. It is device and operating system agnostic, so it will work on desktops, laptops, mobile and tablet devices.

An example of the repl.it programming interface (Python 3.8)

An example of the repl.it programming interface (Python 3.8)

Over this period, I have transitioned from using repl.it to teach software design, to using repl.it to teach all practical elements of the course with support for creating rich web content using HTML, CSS and JavaScript and interrogating databases using SQLite. Students can easily share these projects with each other and with me. There are even tools to allow students to work together on the same project, allowing for latency free peer programming through repl.it’s “multiplayer” feature.

Repl.it provides tools for assessment, through their Assignments tool which provides the student with a set of instructions, a pre-populated piece of code as a starting point and a console window. The student can then submit the assignment to the teacher for written feedback and receives a notification when this is sent to them. Repl.it assignments also allow for test conditions to be set to provide some level of instant feedback to the student.

 

 

An example of an assignment in Repl.it showing student code, instructions, console and feedback area.

This has enabled my students and I to make a smooth transition from classroom teaching to remote learning for National 5 and Higher Computing Science during the COVID-19 lockdown. Although using online tools for home learning has always been a part of my pedagogical practice at this school, I’ve adapted my methods slightly. At Speyside High School, learners are currently using a combination of Google Classroom, Scholar, repl.it and YouTube videos that I have created to begin their new Senior Phase courses.

To create learning materials, I am using OBS Studio to capture my screen and webcam, which means I am then able to explain concepts to the students as if I was teaching a class and seamlessly flip between my course material and my live coding environment on repl.it.

The tools mentioned in this blogpost are all free to use for teachers.

Repl.it can be found at www.repl.it
OBS Studio can be found at www.obsproject.com


Marc McWhirter
PT Computing & Technical / Speyside High School
@SpeysideCS

Speyside High @speysiderector


 

BEBRAS COMPUTATIONAL THINKING CHALLENGE AT PORTLETHEN ACADEMY

post by Ian Simpson (@familysimpson), Faculty Head of ICT at Portlethen Academy (@portyacad)

What is the Bebras Computing Challenge?

The Bebras Computing Challenge is a long-running international competition which promotes the importance of computational thinking and problem solving skills in a wider world context. It is organised in over 50 countries and designed to get students aged 6 to 18 from all over the world excited about computing.

Students have to employ a variety of problem-solving strategies in order to complete up to 18 challenges in the allotted time. High scoring students may be lucky enough to qualify for a celebration event which, in previous years, has taken place at Hertford College, Oxford.

Why we entered the competition

At Portlethen Academy all S1-3 students take part in the competition, with those in senior phase given the chance to participate as part of their Computing Science or Mathematics classes. Every individual who takes part receives a digital certificate from the University of Oxford which can be printed out in school or at home and those who achieve scores in the top 25% of the cohort are invited to take part in the TCSOCC Challenge in February as recognition of their strong computational thinking skills and to increase their exposure to computer programming problems.

Faculty Head of ICT Ian Simpson has coached groups of students to take part in the Bebras Computing Challenge since 2013. “To get the best out of the groups it shouldn’t be an add on or break from ‘normal lessons’, it is in the school’s best interest to embed teaching of computational thinking skills and prepare for the challenge using the practice challenges or the Perfect Day app.”

What pupils learnt from it

Seven students from S1 and 2 scored highly enough in the 2019 challenge to receive an invitation to the celebration event at Hertford College in January 2020. Thanks to support from contacts at Total and Aberdeenshire DYW six were able to travel to Oxford to take part in the final round, experience Computing Science sample lectures and find out more about life as a student at the University of Oxford. Ian Simpson added “This was the first time that such a high number of students from a state school in Aberdeenshire had qualified for the final round. It was a surprise in some ways but testament to the hard work the students put in preparing for the challenge.”

As well as giving students the chance to think creatively and apply their knowledge from across a variety of subject areas the Bebras Computing Challenge helps build student resilience. These skills have increasing demand in further and higher education and will serve them well in the workplace of the future. Taking part in the final round also gave the students increased confidence in their own abilities and, on the drive back to Heathrow, many were sharing strategies they had learned from other participants to improve on their scores next year.

Sign up for Bebras here.