2016-2017 Elementary Inquiry¶
Added: 20210721-2207
#elementaryinquiry #ct
[[1-C-Pub-STEM-ICT-for-K-12]]
[[_Index_1-C-Pub-STEM-ICT-for-K-12]]
[[_Index_book-pages]]
[[2016-2017 Elementary Inquiry]]
Inquiry Question: How does a project-based STEM learning environment increase authentic student engagement in Elementary Math, Science and the new Design and Coding curriculum?
As you know, the BC Government mandates that students must “experience a minimum of three modules of Applied Design, Skills, and Technologies ADST in each of Grades 6 and 7”.
Each teacher would be able to test a complete set of lesson plans and student handouts for each Project-based module, for both “Digital” (device-based) and “Unplugged” (paper-based) activities.
I am offering to share 3 teachable modules addressing the new ADST curriculum, specifically:
Computational Thinking (CT)¶
simple algorithms that reflect computational thinking; for sorting, searching, sequence, selection, and repetition; specific statements to complete a simple task; cryptography and code breaking (e.g., cyphers)
visual representations of problems and data; graphs, charts, network diagrams, info graphics, flow charts, lists, tables, or arrays
evolution of programming languages; historical perspectives, evolution (e.g., Ada Lovelace, punch cards, Hollerith, Grace Hopper, Alan Turing, Enigma, cyphers)
visual programming; for example, Kodu, Scratch
CT-Unplugged¶
CS Unplugged¶
Harold the Robot - In this activity children simply give directions to a “robot” (either an adult or another child) and find out which instructions the robot is able to follow, and how their instructions are taken literally.
Phylogenetics - Bioinformatics is a discipline that combines computer science and biology. Bioinformatics uses the algorithms and technology of computer science, mathematics, and statistics to solve problems for biology. For example, it has allowed biologists to reconstruct phylogenetic (evolutionary) trees using computer science techniques such as string matching, edit distance, and matrices. This activity lets students participate in the process of reconstructing a phylogenetic tree and introduces them to several core bioinformatics concepts. It’s a good exercise for classes in biology (evolution), bioinformatics (phylogenetics), or mathematics (matrices). It’s suitable for ages ten and up, and doesn’t require too much prior knowledge: just following instructions, writing, and basic math.
Exploring Computational Thinking (ECT) - Google for Education¶
Code.org Unplugged¶
CT - code.org Unplugged Monster Cataolog pdf
https://studio.code.org/unplugged/unplug1.pdf | unplug1.pdf Intro to the Art of Computer Science; Main Goal: Give the class a clear understanding of what computer science is and how it could be helpful in their lives.
Binary Decoder Key
Graph paper or Binary Strips
Markers
https://studio.code.org/unplugged/unplug2.pdf | unplug2.pdf Computational Thinking; Main Goal: Introduce the “Computational Thinking” model as a way of preparing real-world problems for digital representation.
Monster Catalog (1 per group)
Blank pieces of paper (3 per person)
https://studio.code.org/unplugged/unplug3.pdf | unplug3.pdf Graph Paper Programming; Main Goal: Help students understand how “coding” works.
Sample Drawings/Algorithms Kit
Programming Instructions Card
Large grid graph paper
Markers, pens, or pencils (two or three colors)
https://studio.code.org/unplugged/unplug4.pdf | unplug4.pdf Algorithms; Main Goal: Explain that the same thing can be accomplished many different ways, and sometimes there are “better” ways than others.
Tangram Image Pack (one set per pair)
Tangram Pieces (one set per pair)
Graph paper (five or six sheets per pair)
One piece of blank paper
https://studio.code.org/unplugged/unplug5.pdf | unplug5.pdf Functions; Main Goal: Illustrate how repetitive tasks can be stored in a small group that can be “called” several times, instead of wasting space with lots of copies of the same instruction.
One foot of string, thread, or fishing line per student
2-4 beads per student
2-4 other accessories (buttons, hoops, spacers) per student
One special bead, prism, or student-made sun charm per student
One Skills Sheet per group
https://studio.code.org/unplugged/unplug6.pdf | unplug6.pdf Conditionals: (Coding with Cards); Main Goal: This lesson will introduce conditionals, especially as they pertain to loops and if statements.
1 set of Program Pages per class (This has at least one sample program on it)
1 deck of playing cards
https://studio.code.org/unplugged/unplug7.pdf | unplug7.pdf Song Writing; Main Goal: Learn how to define and call functions.
Paper and pencils for writing songs
Printouts of famous children’s songs with lyrics that change slightly
https://studio.code.org/unplugged/unplug8.pdf | unplug8.pdf Abstraction; Main Goal: Help students to see how often they use abstraction in their everyday life.
Paper, pencils, and printed copies of stories for every student
https://studio.code.org/unplugged/unplug9.pdf | unplug9.pdf Relay Programming; Main Goal: Emphasize the importance of checking your work and writing programs in proper sequence.
Sample Drawings/Algorithms Kit from lesson 4
Programming Instructions Card
Large grid graph paper
Blank notecards or pieces of paper
Markers, pens, or pencils (two or three colors)
https://studio.code.org/unplugged/unplug10.pdf | unplug10.pdf The Internet; Main Goal: Students will learn how the Internet works, as it relates to URL addresses and web pages.
DNS Translation Table
Server Address Name Tags
Message Packets
#10 envelopes
Scissors
https://studio.code.org/unplugged/unplug11.pdf | unplug11.pdf Wrap-Up; Main Goal: Prepare the class for continued learning in computer science. - This is up to the instructor. It’s a good idea to have a large variety of items to pique the classroom interest and prompt clever inventions. Some inspiring materials tend to be: - Battery-operated tea lights - Aluminum foil - Paper clips - Markers - Paper (lined, blank, graph, construction) - Scissors - Tape - Fake coins/money - Beads - tring - Popsicle sticks - Pipe cleaners
Media Arts (DM)¶
digital and non-digital media, and their distinguishing characteristics and uses; for example, video production, layout and design, graphics and images, photography (digital and traditional), emerging media processes (performance art, collaborative work, sound art, network art)
techniques for using images, sounds, and text to communicate information, settings, ideas, and story structure; for example, crop, print, record/capture, sequence
media technologies and techniques to capture, edit, and manipulate images, sounds, and text for specific purposes
influences of digital media for the purpose of communication and self-expression
DM - PDP¶
DM - Unplugged¶
Computers and Communications Devices (CCD)¶
computer system architecture, including hardware and software, network infrastructure (local), intranet/Internet, and personal communication devices
strategies for identifying and troubleshooting simple hardware and software problems
function of input and output devices, including 3D printing and adaptive technologies for those with special needs
ergonomics in use of computers and computing devices
effective and efficient keyboarding techniques
CCD PDP¶
CCD Plugged¶
CCD Unplugged¶
cse4k12.org - A collection of handouts, worksheets and other documents to help teach Computer Science and Engineering concepts.
How the Internet Works (activity for elementary/middle school)
Core Competencies¶
ADST Big Ideas¶
Design can be responsive to identified needs.
Complex tasks require the acquisition of additional skills.
Complex tasks may require multiple tools and technologies.
ADST Curricular Competencies¶
Understanding context
Empathize with potential users to find issues and uncover needs and potential design opportunities
share the feelings and understand the needs of others to inform design
may include self, peers, younger children, family or community members, customers, plants, or animals
Defining
Choose a design opportunity
Identify key features or potential users and their requirements
Identify criteria for success and any constraints
limiting factors such as task or user requirements, materials, expense, environmental impact, issues of appropriation, and knowledge that is considered sacred
Ideating
Generate potential ideas and add to others’ ideas
Screen ideas against criteria and constraints
Evaluate personal, social, and environmental impacts and ethical considerations
Choose an idea to pursue
Prototyping
Identify and use sources of information
Develop a plan that identifies key stages and resources
Explore and test a variety of materials for effective use
Construct a first version of the product or a prototype, as appropriate, making changes to tools, materials, and procedures as needed
Record iterations of prototyping
including seeking knowledge from other people as experts (e.g., First Peoples Elders), secondary sources, and collective pools of knowledge in communities and collaborative atmospheres
for example, a physical product, a process, a system, a service, or a designed environment
repetitions of a process with the aim of approaching a desired result
Testing
Test the first version of the product or the prototype
Gather peer and/or user and/or expert feedback and inspiration
Make changes, troubleshoot, and test again
Making
Identify and use appropriate tools, technologies, and materials for production
Make a plan for production that includes key stages, and carry it out, making changes as needed
Use materials in ways that minimize waste
things that extend human capabilities
Sharing
Decide on how and with whom to share their product
Demonstrate their product and describe their process, using appropriate terminology and providing reasons for their selected solution and modifications
Evaluate their product against their criteria and explain how it contributes to the individual, family, community, and/or environment
Reflect on their design thinking and processes, and evaluate their ability to work effectively both as individuals and collaboratively in a group, including their ability to share and maintain an efficient co-operative work space
Identify new design issues
may include showing to others, use by others, giving away, or marketing and selling
Demonstrate an awareness of precautionary and emergency safety procedures in both physical and digital environments
Identify and evaluate the skills and skill levels needed, individually or as a group, in relation to a specific task, and develop them as needed
Select, and as needed learn about, appropriate tools and technologies to extend their capability to complete a task
Identify the personal, social, and environmental impacts, including unintended negative consequences, of the choices they make about technology use
Identify how the land, natural resources, and culture influence the development and use of tools and technologies
Notes, Resources and Links