Posted in Computing, ESKA, Seminar 11

Current Contexts for Computing…

Current Contexts for Computing…

Contexts and computing…

Teaching and learning contexts are important to help bring a subject to life, engage children and make the learning relevant to their lives. For computing, we can also celebrate the diversity of ways technology intersects with our lives. In particular, it is vital that children and young people are enthused about computing and technology as it becomes an increasingly integrated part of so many careers now and in the future. The Royal Society Report 2017 (https://royalsociety.org/topics-policy/projects/computing-education/) highlights this integration of technology in our lives and for future careers. There are still challenges for computing in schools, though:

  • there is still a low up-take of Computer Science at GCSE level (11%);
  • there is a severe gender imbalance for the uptake of Computing qualifications (only 20% of those taking Computer Science GCSE are girls and this is 9% at A-level).

Royal Society., 2017. After the reboot: computing education in UK schools.

Making computing relevant to young people can make a difference to how they perceive the subject. We know this from the success of initiatives like Computer Club for Girls (CC4G) which increased the uptake of IT-based GCSEs by girls.

There are significant skills gaps in the UK for the technology sectors, which provide opportunities for young people who pursue these careers. 

Group Task:

In today’s session, we were asked to investigate a specific area of technology use in a small group – I worked with my colleagues Antonia and Rebecca and we worked on the area of Cyber-security. 

During the investigation, we were asked to:

  • identify the key aspects of the topic;
  • consider how it could be used as context for teaching and learning;
  • provide an outline plan for three different teaching and learning activities for this context.

We had 50 minutes to investigate this topic, and to discuss how we could use it as a context for teaching and learning to produce three outline plans for activities which use the Cyber-security context. We then presented our findings to our colleagues, which are presented below. 

https://docs.google.com/document/d/1iWXDQk0ofde4Xhlkk0yDDw7SkoHyATVMLdHVZMJoTl4/edit?ts=5c62d394

 

 

Posted in Computing, ESKA, Seminar 4

Decomposing a game in Scratch…

scratch cat

Links to the Key Stage 2 Computing Programme of Study:

Pupils should be taught to:

  • design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts;
  • use sequences, selection, and repetition in programs: work with variables and various forms of input and output;
  • use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.

Session Objectives:

  • To develop an understanding of how to create a child-led medium-term plan;
  • To decompose a game and identify the short-focused tasks needed to create that game;
  • To continue to develop your subject knowledge of programming using Scratch and to have saved an example within your Scratch log in area to share with pupils;
  • To have completed Task 2 for your PSKR which is to be presented at the ESKA.

Planning a game…

This would be lesson one for your pupils. 

There are lots of different types of games you can develop using Scratch, for example, a racetrack game, pack man, flappy bird etc.

When planning a game, it is important to consider of the following:

  • The type or genre of game, e.g. a platform game, a flappy bird game, a quiz, a maze, a chasing game, a racing car game, a collection game, etc;
  • The context of your game, e.g. are you a princess avoiding/fighting dragons in a maze? Or a mouse avoiding cats?
  • Will it be a one player game or two player game or activity?
  • What backgrounds or stages will you use for your game? Will you use a background from the clip art within Scratch, import one, or draw your own?
  • What sprites will you use? Will you draw your own sprites?
  • How will you move all of your sprites including those that move automatically?
  • How will you keep score, if needed?
  • How will you keep track of lives, if needed?
  • Can you build in a system to make the game progressively more difficult?
  • What other features will you need to incorporate into your game? Will you need to identify any short-focused tasks that will help you to plan the game?

The planning tool below demonstrates how children can start with an idea for a game, and then decompose it down into separate ideas.

  • In the centre of the planning grid, outline the aim of the game, general features, etc;
  • In the grey area, decompose the game into smaller parts;
  • In the outer area, record what you already know how to do;
  • Tinker, adapt existing code…;
  • Learn new things;
  • Debug…

Here is an example of my groups plan so far…

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This is an example of our plan…

 

After completing the plan, we had to develop an outline step by step to support us in creating our game. When in the classroom this could be a co-constuctd plan between children and teacher; allowing it to be child-led and supports individualised learning and differentiation.

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After we have constructed our steps, we began to create our game on Scratch. An example of my groups can be seen below…

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Posted in Computing, Seminar 1

Introduction to different pedagogical approaches to teaching Computer Science…

Learning Objectives:

  • Have experienced tutorial based graphical programming applications such as ‘An Hour of Code’, ‘Purple Mash’, ‘2Code’ and ‘Rapid Router’ which could be useful in supporting pupils who have little experience of graphical coding applications.
  • Have reflected on the advantages and limitations of these approaches.
  • Have explored and discussed relevant academic sources linked to these approaches.

 

The Computing Programme of Study for Computer Science states that Key Stage 2 pupils should be able to:

  • design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts;
  • use sequence, selection, and repetition in programs; work with variables and various forms of input and output;
  • use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.

 

Graphical Coding Applications at Key Stage 1 and Key Stage 2:

There are a range of graphical coding applications that make use of a tutorial-based approach such as An Hour of Code, Purple Mash 2Code or Rapid Router. This approach could support pupils who have little previous experience of coding using graphical coding applications.

In this session we looked at three applications that introduce coding through a tutorial-based approach. They were:

  • An Hour of Code;
  • Purple Mash 2Code;
  • Rapid Router.

In all three applications pupils are set coding tasks to complete that address key computer science objectives such as sequence, selection, repetition variables etc. in a structured, closed tutorial. They all present pupils with short challenges and limit the number of blocks that pupils can choose from to solve the problem. Schools are making significant use of this type of approach and we anticipate you may be asked to teach computer science using this type of resource.

They also contain video tutorials which can support the development of coding at KS2.

Each website also has links to further opportunities to write code in a less restricted environment which we will also consider.

An Hour of Code:

The site’s home page is located at: https://code.org/learn. (N.B. United States First Grade is equivalent to Year 2 in England and Wales, so the Grade 2-5 tab is the same as Key Stage 2).

an hour of code

Interactive Tutorials at Key Stage 1 – Kodable:

Strengths:

  • It provides examples of how to use it beforehand;
  • Doesn’t need much explaining from the teacher;
  • Interactive for the children;kodable
  • Easy access if the software is available.

Limitations:

  • Once you’ve done it a couple of times, it gets quite boring;
  • If you’ve got technology in schools – there is certain technology that will take it and certain technology that won’t;
  • Not every child would necessarily need to start at the same point.

Interactive Tutorials at Lower Key Stage 2:

To access, use: https://code.org/learn – then use the Grade 2-5 tab.flappy bird.png

The tutorial I accessed during this session was: Make a Flappy Game.

 

 

 

Follow these steps:

  1. Attach a block to the ‘when click’ block, then press ‘run’. Click or tap the screen to move Flappy to the target.
  2. Now we’ve added some ground. Attach a block to the ‘when hit the ground’ block. Your code needs to ‘END GAME’ when Flappy Crashes.
  3. The ‘when run’ block allows you to run code when your game starts. Set the level speed and flapping to the target.
  4. Flappy will fly through obstacles unless you write code to make him crash. Attach a block to the ‘when hit an obstacle’ block. Your code needs to ‘END GAME’ when Flappy crashes into the first set of pipes.
  5. Let’s add a scoreboard, and count points when Flappy makes it past obstacles. Add to the ‘when pass an obstacle’ block, and then score a point by flying Flappy through the first set of pipes. 

Strengths:

  • Introductory video to explain how to use the application ‘Make a Flappy Game’;
  • It’s more challenging for the children – step one is quite basic, then it gets harder as it goes along;
  • Straight away you’ve got that appeal as it is used as a game or with characters – quite appealing;
  • The children can visually see the code and what the ‘sprite’ is doing.

 

Limitations:

  • You would only be able to do it once;
  • Some children may get through it quicker than others;
  • Children all work on different levels – they don’t all have to start at the same point;
  • No choice of what children can do – not much ownership like in Scratch.

Purplemash 2Code:

To find 2Code once you have accessed Purplemash, type in 2Code into the search box on the top right. 

2Code

Chimp Level:

  • Haunted Scene;
  • Guard the Castle;
  • Princess and the Frog.

Quite a few schools use Purplemash – this is since the new curriculum has been inputted. Purplemash provides you with lesson plans, pre-made resources – everything is already there for you.

Strengths:

  • Video tutorials;
  • Children can have their own username and password where they can then save their work;
  • Ready made lesson plans and resources;
  • Children can visually see what they are doing – the code becomes highlighted.

Limitations:

  • It is still step by step but again, there isn’t much room for development;
  • For those more advanced children, it would be a matter of finding more difficult work for them;
  • Limited number of backgrounds or ‘sprites’.

 

Rapid Router:

This starts from your very basic, to the beginning of Secondary School – it goes from level 0 to level 109.

To access ‘Rapid Router’ go to: https://www.codeforlife.education/rapidrouter/

Rapid Router also uses ‘Blockly’ and like 2Code provides an extensive range of levels, 109 in total, that progressively introduce a range of programming concepts. Rapid Router uses the context of grocery delivery vans that are controlled by blocks of code through all of its levels.

rapid router

Strengths:

  • Real life situation so children relate to it – how people use this in the modern world;
  • Instructions to advise children what to do;
  • You have got more blocks so it can be a bit more complicated but allows children to challenge themselves to try and improve their algorithm score;
  • How can we make our algorithm more efficient;
  • Simplified;
  • Can start children off at different points – element of differentiation.

Limitations:

  • It’s quite repetitive so may not maintain interest;
  • It may be too difficult for some children.

 

What are the main benefits to Tutorial Approaches?

  • They are interactive and engaging for the children;
  • Allows children to engage in independent learning;
  • Links with maths – problem solving;
  • Good starting point for children who struggle with coding;
  • Its good with teachers because it is already there and you are not having to create your own resources – cuts down on your preparation time;
  • If you lack confidence with teaching coding, it may be easier having it on the websites we have used today.

 

What are the potential limitations to Tutorial Approaches?

  • Some of the activities are too repetitive and don’t necessarily provide room for progression;
  • If you have the whole class doing the same activity, it is hard to determine which children are understanding and which children need support.