The document proposes an educational game to teach computer science concepts to children in a non-programming way. It would involve helping an Eco-Bot character complete missions through logic puzzles and problem-solving. Lessons would introduce concepts like sequences, image representation with pixels, and text compression. Children would interact directly by dragging and dropping code blocks or modifying code. Hints from Eco-Bot would provide guidance. The game would have different levels with rewards to encourage progression. Lessons would include a variety of short tasks to keep engagement, with a bigger final task to pass each level.
This document provides information about several online tools for education:
- Today's Meet allows for backchanneling during presentations through online discussions.
- MindMeister is a free mind mapping tool that allows collaborative brainstorming and organizing ideas.
- Prezi is an alternative presentation tool where elements zoom and pan across a canvas rather than using slides.
- Poll Everywhere facilitates instant polling from texts or a website to gather audience feedback in real time.
- SumoPaint is a free and basic image editing program that teaches computer skills through creating graphics.
This document summarizes a presentation on integrating technology to assess and enrich student learning using various apps and tools. It discusses the purpose of using technology for formative and summative assessment as well as enrichment. Several apps are then presented, including Flowboard, Haiku Deck, Nearpod, PicCollage, Tackk, Zondle, and Zooburst. For each app, examples of student work are shown, and tips and tricks are provided, such as positives and negatives of each app as well as helpful hints for using them effectively.
Presentation made to parents regarding the implementation of Compass Learning Odyssey.
Bullitt County Public Schools
http://ww2.bullittschools.org/technology
In this module, the learner learned about different ICT resources that can be used in classes, including various web tools that are easy to use. The most challenging part was creating an elevator pitch to share a unit plan in an interactive way using one of the recommended web tools. While the module covered different ICT tools, the learner was interested in learning more about ICT tools for evaluation, as teacher evaluation methods could benefit from changing with technology. They asked if creating the elevator pitch was difficult and for recommendations of good ICT tools for teachers.
Literacy in the 21st century- Digital Production using Appsaabornheimer
油
The document discusses using digital tools like iPads to support literacy learning in the classroom. It begins with a stand up/sit down activity to gauge teachers' experience with technology. It then discusses moving students from just playing games on devices to creating meaningful work. Several ideas are provided for how to incorporate technology into small group reading, sharing student work, using cloud storage, and setting up student accounts. Suggestions are made for how to use technology to support comprehension, vocabulary, fluency, writing, and other literacy areas. The document emphasizes teaching students a few creative apps and allowing them to explore multi-app projects that demonstrate their learning.
The document appears to be a summary of evaluation results from a survey of teenagers in Poland about their experiences participating in an eTwinning project between 2009-2010. Some key findings:
- Students reported learning new ICT tools like making graphs in Excel and using video editing software.
- Popular project activities included creating an online community, presentations, videos, and literature competitions.
- Interesting topics included schools/cities, music, films, sports and food from different countries.
- Participation varied but most visited online project spaces occasionally when working on assignments in computer class.
- Most students expressed interest in participating in another project, though some preferred with different partners.
Making Amazing Things Happen With Next To No MoneyJon Corippo
油
This document provides ideas for teachers to create engaging lessons for students using limited resources. It suggests using a projector to teach grammar visually through pictures. It recommends redeploying computer lab time to have students do online research and writing assignments. It also proposes leveraging students' smartphones for educational activities using free apps like Socrative. The overall message is that teachers have more tools at their disposal than they may realize to inspire students through low-cost or free technologies.
This document provides guidance on using the new WISCAT system. It discusses that the optimal browsers are the most recent versions of Internet Explorer, Chrome, Firefox, or Safari. It also notes that clearing the browser cache frequently is important, and provides a link to instructions for clearing the cache in different browsers. The document outlines how to log in to WISCAT with a user account or as a guest, and describes some of the main features and settings that can be configured through the system.
El mouse fue inventado en la d辿cada de 1950 por la Marina Canadiense como un dispositivo para mover un cursor en pantalla llamado TrackBall. En 1963, Douglas Engelbart cre坦 el primer prototipo de mouse de madera con un bot坦n y cable. En 1970, la empresa Telefunken comercializ坦 el primer mouse con una bola de goma. El mouse se populariz坦 en las computadoras personales de Xerox en los a単os 1970 y Apple lanz坦 su primer mouse de metal en 1983. En la actualidad, los mouses 坦pticos y sin contacto son los m叩s comunes.
Google+ es una nueva capa social integrada en los servicios de Google como Gmail y YouTube que permite a los usuarios agrupar contactos por intereses comunes, chatear en video y compartir fotos y art鱈culos con c鱈rculos seleccionados. Ofrece caracter鱈sticas como C鱈rculos, Hangouts, Instant Uploads e Intereses para conectar a los usuarios basados en sus afinidades.
The document defines and provides examples of different types of adjectives. It explains that adjectives are used to describe nouns and give more information in sentences. The main types of adjectives discussed are describing adjectives, proper adjectives, adjectives of order, possessive adjectives, numbering adjectives, and compound adjectives. Examples are given for each type to illustrate how adjectives can be used.
This call sheet provides details for filming a music video for the song "Little Black Submarines" on November 19th. It will involve 4 boys performing the song from 6-8pm at a location in Peterlee. The crew consists of a director/camerawoman and director/actor. They will use a Panasonic camera and tripod borrowed from college. Props include guitars, drums, and keyboard. Cast members will wear casual everyday clothing like jeans, t-shirts, and jackets.
This document discusses using technology safely and provides tips for parents. It notes issues like exposure to inappropriate content, cyberbullying, and texting while driving. It recommends that parents can't claim ignorance, should talk to their kids about cybersafety, and should model good online behavior. The document also provides resources on parental controls, safe searching, antivirus software, and keeping systems updated to help parents manage their kids' technology use.
This document discusses testing a new software system by involving current users to test the system and report bugs. It recommends having users perform their regular tasks to uncover bugs before full implementation. Even after initial testing, more bugs are likely to be discovered once the system is fully implemented. User feedback questions are provided to assess satisfaction with the new system versus the old one. The disadvantages of a direct cutover to a new system without transition are discussed, such as potential trauma for users and an influx of problems.
The document outlines an agenda for a professional development session on contextualization and diversification in social sciences, including using various digital tools and interactive activities to reinforce vocabulary, review concepts, and develop students' communicative skills through information gap activities, games, and role-playing group work assignments.
How I survived teaching my first online course (and actually enjoyed it!)SuSherba
油
The majority of students enjoyed the online learning environment for this course. They appreciated the flexibility to work at their own pace and from home. A few students mentioned specific challenges with certain technical concepts but overall feedback was positive about the online format.
This proposal outlines porting activities from the GCompris educational software to QtQuick and adding new computer science activities. The proposal includes porting the existing language learning activities and adding six new activities: two to teach basic computer programming concepts like logic and algorithms through maze and bird games, and four to teach vocabulary in different languages. The activities will be developed over 10 weeks, with the first 4 weeks focusing on porting the language activities and the remaining 6 weeks on developing the new computer science activities.
This document provides tips and strategies for promoting learning and understanding in a virtual classroom setting. It discusses using tools like chat, emoticons, and polling in web conferences to encourage interaction. It also recommends using games, worksheets, activities, and exercises to help learners process and apply the material in an engaging way. Some key tips mentioned include practicing presentations, allowing for long pauses, considering class size, and recording demonstration videos. The overall message is that doing activities helps solidify understanding better than just hearing or seeing material.
Marzano Identifying Similarities and Differenceseightieslingo
油
This document discusses identifying similarities and differences, which is a higher-order thinking skill. It explores comparing, classifying, creating metaphors, and creating analogies. Specific steps and graphic organizers are provided for each technique to help students identify patterns and make connections between concepts. Examples and activities are included to demonstrate how to teach these skills in a structured way beginning with teacher-directed instruction and progressing to more student-directed approaches.
The document discusses using digital tools in the classroom. It provides examples of several digital tools that could be used for various purposes like calendars, video recording, reading tools, QR codes, writing tools, numeracy tools, and communication tools. It also discusses setting up student contracts and policies around device use, cybersafety, creative commons, and ways to continue developing digital practices in the classroom.
The Senior Literacy Writing Handbook 1 is a workbook for students undertaking Units 1&2 VM Literacy or VPC Literacy. This workbook is filled with a huge range of every day texts with different purposes from workplace texts, social media posts and online campaigns through to pamphlets and street side posters. Accompanying activities will guide students to explore, evaluate and respond to the different purposes, features and issues within the texts through prior knowledge activities, note taking, writing, speaking and research activities. Students will also be scaffolded to develop their own ideas and create their own versions of texts they study throughout the workbook.
This document discusses an educational website for children. It provides fun games, videos, and activities to help children learn skills like reading, math, science, and more. The website can be used in classrooms or at home. It is suitable for ages 3-7 and focuses on topics like animals, seasons, and science. While it is easy to use and has no ads, it may not foster deeper learning or real-life application. Some games emphasize drill/practice over constructivism.
The survey results from teachers showed that the majority wanted professional development time spent on apps for the classroom. Most teachers did not use iPads at home. The teachers varied in their iPad knowledge from basic use to being able to teach others. Few had used Edmodo or Google accounts. Favorite classroom apps included Class Dojo, word games, and ebooks. Teachers asked about time management, engaging iPad lessons, and using iPads with smartboards. The presenter then demonstrated reading, math, science, and other educational apps. Teachers shared systems for small group and individual iPad use including rotations and rewards. Engaging apps mentioned were for spelling, math, sight words, and creative tools like iMovie.
The survey results from teachers showed that the majority wanted professional development time spent on apps for the classroom. Most teachers do not use iPads at home. The teachers described themselves as knowing basic iPad functions but needing more training. Most had not heard of or used Edmodo, Google accounts, or certain educational apps. They listed favorite apps currently used and asked questions about iPad integration and classroom management strategies when using iPads. Responses provided systems for small group and individual iPad use including rotation schedules and classroom management tips. Suggested engaging apps focused on math, literacy, creativity and content areas.
Have you ever thought how the tools you use in your job as a UX Designer apply to your life? That they could be used to design a different kind of experience?
These thoughts crossed my mind and this is the second iteration of the idea as presented on Saturday June 7th 2014 at the UX Camp Europe in Berlin.
Right foot forward
Left foot forward
Right foot forward
Left foot forward
T: Great job! Now lets program our robot to jump. How do we jump? (Accept
responses like bend our knees and push off with our feet)
T: So we need to tell our robot to bend its knees and push off with its feet.
What commands should we write?
Write the commands on the board:
Bend knees
Push off with feet
T: Now we have programmed our robot to walk forward and jump. But
remember, computers follow the sequence exactly as written. So we need to
put our commands in the right order. What order should we put them
This document provides an overview of computer science lessons for grades K-5 using the game The Foos. It introduces foundational concepts like algorithms, sequences, and programming through puzzle levels that have students command characters to complete objectives. Lessons include both digital activities in the game and offline "unplugged" activities to reinforce sequencing skills without devices. The document outlines the curriculum and provides teaching tips, vocabulary definitions, and sample worksheets.
This document provides guidance on using the new WISCAT system. It discusses that the optimal browsers are the most recent versions of Internet Explorer, Chrome, Firefox, or Safari. It also notes that clearing the browser cache frequently is important, and provides a link to instructions for clearing the cache in different browsers. The document outlines how to log in to WISCAT with a user account or as a guest, and describes some of the main features and settings that can be configured through the system.
El mouse fue inventado en la d辿cada de 1950 por la Marina Canadiense como un dispositivo para mover un cursor en pantalla llamado TrackBall. En 1963, Douglas Engelbart cre坦 el primer prototipo de mouse de madera con un bot坦n y cable. En 1970, la empresa Telefunken comercializ坦 el primer mouse con una bola de goma. El mouse se populariz坦 en las computadoras personales de Xerox en los a単os 1970 y Apple lanz坦 su primer mouse de metal en 1983. En la actualidad, los mouses 坦pticos y sin contacto son los m叩s comunes.
Google+ es una nueva capa social integrada en los servicios de Google como Gmail y YouTube que permite a los usuarios agrupar contactos por intereses comunes, chatear en video y compartir fotos y art鱈culos con c鱈rculos seleccionados. Ofrece caracter鱈sticas como C鱈rculos, Hangouts, Instant Uploads e Intereses para conectar a los usuarios basados en sus afinidades.
The document defines and provides examples of different types of adjectives. It explains that adjectives are used to describe nouns and give more information in sentences. The main types of adjectives discussed are describing adjectives, proper adjectives, adjectives of order, possessive adjectives, numbering adjectives, and compound adjectives. Examples are given for each type to illustrate how adjectives can be used.
This call sheet provides details for filming a music video for the song "Little Black Submarines" on November 19th. It will involve 4 boys performing the song from 6-8pm at a location in Peterlee. The crew consists of a director/camerawoman and director/actor. They will use a Panasonic camera and tripod borrowed from college. Props include guitars, drums, and keyboard. Cast members will wear casual everyday clothing like jeans, t-shirts, and jackets.
This document discusses using technology safely and provides tips for parents. It notes issues like exposure to inappropriate content, cyberbullying, and texting while driving. It recommends that parents can't claim ignorance, should talk to their kids about cybersafety, and should model good online behavior. The document also provides resources on parental controls, safe searching, antivirus software, and keeping systems updated to help parents manage their kids' technology use.
This document discusses testing a new software system by involving current users to test the system and report bugs. It recommends having users perform their regular tasks to uncover bugs before full implementation. Even after initial testing, more bugs are likely to be discovered once the system is fully implemented. User feedback questions are provided to assess satisfaction with the new system versus the old one. The disadvantages of a direct cutover to a new system without transition are discussed, such as potential trauma for users and an influx of problems.
The document outlines an agenda for a professional development session on contextualization and diversification in social sciences, including using various digital tools and interactive activities to reinforce vocabulary, review concepts, and develop students' communicative skills through information gap activities, games, and role-playing group work assignments.
How I survived teaching my first online course (and actually enjoyed it!)SuSherba
油
The majority of students enjoyed the online learning environment for this course. They appreciated the flexibility to work at their own pace and from home. A few students mentioned specific challenges with certain technical concepts but overall feedback was positive about the online format.
This proposal outlines porting activities from the GCompris educational software to QtQuick and adding new computer science activities. The proposal includes porting the existing language learning activities and adding six new activities: two to teach basic computer programming concepts like logic and algorithms through maze and bird games, and four to teach vocabulary in different languages. The activities will be developed over 10 weeks, with the first 4 weeks focusing on porting the language activities and the remaining 6 weeks on developing the new computer science activities.
This document provides tips and strategies for promoting learning and understanding in a virtual classroom setting. It discusses using tools like chat, emoticons, and polling in web conferences to encourage interaction. It also recommends using games, worksheets, activities, and exercises to help learners process and apply the material in an engaging way. Some key tips mentioned include practicing presentations, allowing for long pauses, considering class size, and recording demonstration videos. The overall message is that doing activities helps solidify understanding better than just hearing or seeing material.
Marzano Identifying Similarities and Differenceseightieslingo
油
This document discusses identifying similarities and differences, which is a higher-order thinking skill. It explores comparing, classifying, creating metaphors, and creating analogies. Specific steps and graphic organizers are provided for each technique to help students identify patterns and make connections between concepts. Examples and activities are included to demonstrate how to teach these skills in a structured way beginning with teacher-directed instruction and progressing to more student-directed approaches.
The document discusses using digital tools in the classroom. It provides examples of several digital tools that could be used for various purposes like calendars, video recording, reading tools, QR codes, writing tools, numeracy tools, and communication tools. It also discusses setting up student contracts and policies around device use, cybersafety, creative commons, and ways to continue developing digital practices in the classroom.
The Senior Literacy Writing Handbook 1 is a workbook for students undertaking Units 1&2 VM Literacy or VPC Literacy. This workbook is filled with a huge range of every day texts with different purposes from workplace texts, social media posts and online campaigns through to pamphlets and street side posters. Accompanying activities will guide students to explore, evaluate and respond to the different purposes, features and issues within the texts through prior knowledge activities, note taking, writing, speaking and research activities. Students will also be scaffolded to develop their own ideas and create their own versions of texts they study throughout the workbook.
This document discusses an educational website for children. It provides fun games, videos, and activities to help children learn skills like reading, math, science, and more. The website can be used in classrooms or at home. It is suitable for ages 3-7 and focuses on topics like animals, seasons, and science. While it is easy to use and has no ads, it may not foster deeper learning or real-life application. Some games emphasize drill/practice over constructivism.
The survey results from teachers showed that the majority wanted professional development time spent on apps for the classroom. Most teachers did not use iPads at home. The teachers varied in their iPad knowledge from basic use to being able to teach others. Few had used Edmodo or Google accounts. Favorite classroom apps included Class Dojo, word games, and ebooks. Teachers asked about time management, engaging iPad lessons, and using iPads with smartboards. The presenter then demonstrated reading, math, science, and other educational apps. Teachers shared systems for small group and individual iPad use including rotations and rewards. Engaging apps mentioned were for spelling, math, sight words, and creative tools like iMovie.
The survey results from teachers showed that the majority wanted professional development time spent on apps for the classroom. Most teachers do not use iPads at home. The teachers described themselves as knowing basic iPad functions but needing more training. Most had not heard of or used Edmodo, Google accounts, or certain educational apps. They listed favorite apps currently used and asked questions about iPad integration and classroom management strategies when using iPads. Responses provided systems for small group and individual iPad use including rotation schedules and classroom management tips. Suggested engaging apps focused on math, literacy, creativity and content areas.
Have you ever thought how the tools you use in your job as a UX Designer apply to your life? That they could be used to design a different kind of experience?
These thoughts crossed my mind and this is the second iteration of the idea as presented on Saturday June 7th 2014 at the UX Camp Europe in Berlin.
Right foot forward
Left foot forward
Right foot forward
Left foot forward
T: Great job! Now lets program our robot to jump. How do we jump? (Accept
responses like bend our knees and push off with our feet)
T: So we need to tell our robot to bend its knees and push off with its feet.
What commands should we write?
Write the commands on the board:
Bend knees
Push off with feet
T: Now we have programmed our robot to walk forward and jump. But
remember, computers follow the sequence exactly as written. So we need to
put our commands in the right order. What order should we put them
This document provides an overview of computer science lessons for grades K-5 using the game The Foos. It introduces foundational concepts like algorithms, sequences, and programming through puzzle levels that have students command characters to complete objectives. Lessons include both digital activities in the game and offline "unplugged" activities to reinforce sequencing skills without devices. The document outlines the curriculum and provides teaching tips, vocabulary definitions, and sample worksheets.
The document introduces an innovation manual with rooms posing questions about furthering innovative practice, learning, and teaching using a 5D approach. Each room provides a task card and hints for reflection. Summaries of individual rooms are not provided, as the document serves to introduce the overall manual and does not contain complete responses.
The document provides a lesson plan for a 90-minute English class for intermediate level teens. The lesson focuses on future tenses and predictions about the future. It includes a warm-up activity to review future structures, a presentation of new vocabulary, and three activities - analyzing inventions, reading an article and completing a summary, and discussing predictions. The plan scaffolds learning through examples, questions, and group work. It incorporates various resources including pictures, videos, readings and a board game. The plan aims to develop students' speaking, writing, reading and listening skills related to discussing future plans and predictions.
ACTIVITY-BASED-LEARNING. For DemonstrationpptxRandyBaquiran1
油
Activity-based learning is a student-centered approach where students are actively involved in learning activities rather than just listening. It emphasizes learning by doing. Teachers act as facilitators, planning exploratory, constructive, and expressional activities for students. Examples include art, writing, cooking, science experiments, games, and digital tools. The method develops students' skills, confidence, and understanding while making learning engaging and relevant. However, it requires more time and effort from teachers to plan and ensure activities are properly structured for learning.
The Socratic seminar instruction model is a learner-centered approach where students actively discuss and debate topics through open dialogue. It originated from Socrates' teaching style of reciprocal exchange of ideas. This model is best used for students ages 7 and up in subjects like language arts and social studies that encourage communication. Teachers introduce topics, facilitate discussions, review key points, and evaluate student performance and understanding. Technology tools like Socrative and ClassDojo can also be incorporated to engage students and assess comprehension.
This document summarizes Chelsea Kierans' induction project for developing study skills at CERTA L2. It includes tasks such as research on optical art using web sources and images by artist Bridget Riley, idea generation for a poster individually and in a group, planning and scheduling, poster production, and evaluation. Chelsea found it challenging to find an appropriate background for the poster and to use Photoshop again after forgetting skills, but was able to solve these problems. Feedback from her tutor helped improve the poster. Chelsea learns best visually and kinesthetically by seeing examples and doing hands-on work.
Inventory Reporting in Odoo 17 - Odoo 17 Inventory AppCeline George
油
This slide will helps us to efficiently create detailed reports of different records defined in its modules, both analytical and quantitative, with Odoo 17 ERP.
Dr. Ansari Khurshid Ahmed- Factors affecting Validity of a Test.pptxKhurshid Ahmed Ansari
油
Validity is an important characteristic of a test. A test having low validity is of little use. Validity is the accuracy with which a test measures whatever it is supposed to measure. Validity can be low, moderate or high. There are many factors which affect the validity of a test. If these factors are controlled, then the validity of the test can be maintained to a high level. In the power point presentation, factors affecting validity are discussed with the help of concrete examples.
Comprehensive Guide to Antibiotics & Beta-Lactam Antibiotics.pptxSamruddhi Khonde
油
Comprehensive Guide to Antibiotics & Beta-Lactam Antibiotics
Antibiotics have revolutionized medicine, playing a crucial role in combating bacterial infections. Among them, Beta-Lactam antibiotics remain the most widely used class due to their effectiveness against Gram-positive and Gram-negative bacteria. This guide provides a detailed overview of their history, classification, chemical structures, mode of action, resistance mechanisms, SAR, and clinical applications.
What Youll Learn in This Presentation
History & Evolution of Antibiotics
Cell Wall Structure of Gram-Positive & Gram-Negative Bacteria
Beta-Lactam Antibiotics: Classification & Subtypes
Penicillins, Cephalosporins, Carbapenems & Monobactams
Mode of Action (MOA) & Structure-Activity Relationship (SAR)
Beta-Lactamase Inhibitors & Resistance Mechanisms
Clinical Applications & Challenges.
Why You Should Check This Out?
Essential for pharmacy, medical & life sciences students.
Provides insights into antibiotic resistance & pharmaceutical trends.
Useful for healthcare professionals & researchers in drug discovery.
Swipe through & explore the world of antibiotics today!
Like, Share & Follow for more in-depth pharma insights!
Odoo 18 Accounting Access Rights - Odoo 18 際際滷sCeline George
油
In this slide, well discuss on accounting access rights in odoo 18. To ensure data security and maintain confidentiality, Odoo provides a robust access rights system that allows administrators to control who can access and modify accounting data.
This course provides students with a comprehensive understanding of strategic management principles, frameworks, and applications in business. It explores strategic planning, environmental analysis, corporate governance, business ethics, and sustainability. The course integrates Sustainable Development Goals (SDGs) to enhance global and ethical perspectives in decision-making.
How to Configure Proforma Invoice in Odoo 18 SalesCeline George
油
In this slide, well discuss on how to configure proforma invoice in Odoo 18 Sales module. A proforma invoice is a preliminary invoice that serves as a commercial document issued by a seller to a buyer.
One Click RFQ Cancellation in Odoo 18 - Odoo 際際滷sCeline George
油
In this slide, well discuss the one click RFQ Cancellation in odoo 18. One-Click RFQ Cancellation in Odoo 18 is a feature that allows users to quickly and easily cancel Request for Quotations (RFQs) with a single click.
AI and Academic Writing, Short Term Course in Academic Writing and Publication, UGC-MMTTC, MANUU, 25/02/2025, Prof. (Dr.) Vinod Kumar Kanvaria, University of Delhi, vinodpr111@gmail.com
2. Limitations/
Assumptions
Think the exact content is key as a starting
point in order to de鍖ne the format of the
game, worlds/characters etc as it should 鍖t
with the content.
Bit lost as to what is right to teach this age
level so have made assumptions for this
presentation
Trying to keep Robot/Environmental theme
for now but adding more variety of tasks and
an adventure theme.
3. What program presents
Basic concepts taught in a non-
programming way
Logic/way of thinking油
Real programming languages at a
later stage
4. Concepts in non-programming way
Early on introduce kids to concepts/foundations of Computer
Science in general- arm them with transferable tools for future.
Initially present concepts in none obviously 卒programming卒
way as this could work against us and put kids off.
Aim to get them hooked by what they can do with
programming but without realizing they are programming
(inspiration from CS Unplugged who teach kids CS concepts
through games but WITHOUT using computers)
Not sure Robot them is best idea (too obviously computer
related), alternative could be 鍖nd parallels between
programming & nature to make the ideas more tangible, eg,
Chameleon can be used for showing how can use programming
to change colour of pixels to match background.
5. Logic/way of thinking油
The Light-Bot style activity is good to show how
to think like a programmer
But this format only could be very repetitive
and think kids will loose interest
Plus there is new competition in form of iPad
game Cargo-Bot, which emulates LightBot well
so think we need something different.
Propose either a module (6 lessons) only in
Light-bot style or to use this type of activity
only part of the time, e.g. end of unit challenges.
6. Real programming
languages
Real programming languages introduced
at a later stage once kids have the basics
Separate courses that can be followed
independently
Possibly油mini courses for each languages
or even油separate add on modules, so that
teachers can pick and choose the ones
they want to use
7. Possible content for 鍖rst
lessons
Sequences - e.g. press buttons, switch things on or off,where
actions are dependent on other factors so only one order is
correct.
Image representation - idea of pixels and transforming
images into pixels.
Image modi鍖cation - expand/zoom
RGB colours - mixing colours /changing hue in pictures
Binary - instead of 0 & 1 can use lights on and off - to show
only 2 possible states, could have some memory game here
with different combinations
Text compression - looking for patterns in text, e.g. rhymes
or poems, or songs
8. What the child sees/
interacts with
Eco-Bot character act as tutor/guide to help
child navigate game
Child works alongside Eco-Bot, helping him.
This puts child in the game, involving them
directly (this way they are also acting as the
programmer as they are the ones
controlling what happens.)
Chance to avatar themselves to get them
even more engaged, feeling connected to the
game.
9. Basic storyline to engage children, idea of good vs evil and their
role to help Eco-Bot.
Idea of having missions to complete, and different worlds to
investigate, have to complete tasks to move on to the next stage,
and to get the parts needed to build robots to help Eco-Bot.
10. What the child sees/
interacts with
Visually use a tablet format, so the activity
is full screen. No toolbar, clear and
uncluttered so can focus on task
Can click to bring up menu bar when needed
Hints/instructions appear as large or full
screen popups
Have to click popups to close them or go to
the next one to give each kid time they need
to read and understand activity
11. Using trial and error to teach, but with hints very
early on so kids dont feel too lost. Aim to get robot to
speak. Pressing play runs text command but will not
hear anything if syntax isnt correct.
12. Drag and drop 鍖rst do
there are limited
possibilities and
sooner or later kids
will 鍖nd the correct
order.
Then next
challenge they
actually have to
modify the code
themselves.
13. What the child sees/
interacts with
Hints - given by the EcoBot character to build
relationship between child and Eco-bot (can be
audio & text to make them clear and easy to
understand)
Extra hint coins can be used when extra help
needed, kids have limited number of coins to spend
throughout game.
Once all coins are spent kids can still get help but
will have to ask the teacher for the hints (teachers
supplied with full list).
Help teachers can track who needs extra help
15. The 鍖ow between
sections
Add in 'secret' jokes or fun facts, google-
doodle style animations when kids scroll
over certain aspects of the backdrop they
can 鍖nd fun stuff hidden - as an added
level of amusement - not part of the
mission or game but just a bit of
entertainment.
Lots of congratulatory messages either
audio or pop up to encourage and motivate
17. Flow between sections
Different worlds/themes for levels eg. natural
elements
For some lessons it would be good if students
could choose the order of the tasks, so for
example having 4 tasks of similar level (which
are not dependent on each other) so students
can feel like they in control a bit - not just all
following the same thing at the same time.
Similarly would be good to be able to choose
which world to explore in other lessons, so the
content is the same but the look is different.
Same for the rewards (robot parts) would be
good to have choices so each student can
customize their robots
18. Flow between sections
Mini activities per level with a bigger end of level
task. (5-10 minutes per task) so teachers can
easily break it up with their own material and also
avoid students getting too far ahead or behind.
Need to pass to go onto the next level (could be a
review sessions as consolidation)
End of unit task could be collaborative, work with
another classmate to answer questions & get past
the baddie, idea of competition but against the
computer and working together in groups within
the class
19. What it feels like
Some guidance to help kids through activities (especially at
start) - aimed at getting them started experimenting on their
own rather than walking through the exercises themselves.
Feel like part of the game but controlling it from outside
Controlled environment in which to experiment
Simple, clear, intuitive
Nothing too cartoonish or childish
Can explore and investigate (walk around worlds looking for
robot parts once task is completed correctly)
Chance to be creative & build something (their own robots to
help Eco-Bot)
20. Break-down of lesson
Lessons split into short quick tasks (5-10 minutes each) eg. 6 tasks per lesson
(for shorter lessons teachers would aim to do less tasks per lesson)
Variety of task types, if not within lesson then within module (block of 6 lessons)
First task should aim to present idea in context without explaining it directly, to
give students the chance to 鍖gure it out for themselves.
Next task would explain more speci鍖cally what they are learning/doing
Then tasks 3 & 4 would allow for practice, at 鍖rst more controlled then freer.
Task 5 could be something interactive with classmates, where they have to
challenge or test each other.
Task 6 would be to consolidated what has been learnt and some sort of test to
pass to next level.
21. Sample tasks
Should be some activities where there is no one single right
answer, for example the task to the left to convert an picture
to a simple pixel style image by colouring in grid squares.
Here there are many options which would all be acceptable,
this gives to option to get classmates involved in evaluating
each others work.
22. Sample tasks
The work created by the
students can also be used
for them to play games
against each other. For
example the pixel images
can then be used, so a
student will be shown
another students image
(eg. random grid squares
revealed one by one) and
they have to guess the
animal. Extra rewards can
be given for fastest times.
This also ensures that the
activities are different.