Computing with LEGO™ WeDo – Classroom Tips

Physical Programming

I recently published two new 4-6 week physical programming units to iCompute’s Key Stage 2 scheme of work; which I blogged about in my post Teach Programming with LEGO™ WeDo

I admit to a rising sense of panic as I approached my first session: young children, small LEGO parts, computers and stuff that moves!  However, we’ve been having a great time and thought I’d share some of the practises I’ve found necessary to manage these very active learning lessons.

First of all, get organised before each session.  I’ve found it’s much better to work on the floor to prevent bouncing bricks, so book out the school hall if you can or clear your classroom of desks.  I’ve assigned each pair of pupils a LEGO WeDo Construction kit and a labelled basket for their models.  I also arranged space in the classroom for a ‘robot parking lot’.  Whenever I need everyone’s attention, or if we’ll be working on the same model a few weeks in a row, we park the robots in their baskets on top of the construction kit boxes.  This helps keep the kits organised so that, combined, the model and the kit = a full construction kit.

You need to be really firm about pupil movement around the space you’re using with LEGO parts!  I use hula-hoops placed around the hall with big gaps between them.  I explain the necessity of keeping the models and construction kits within hoops to that we don’t lose the parts.  The children have been great, understanding the clear rules and why we have them.

pupils-with-lego

Organisation is key!

In order to work on the floor, you’ll need either laptops or tablets.  If you don’t have either, the children can transport their models in their baskets (always with their kits) to the desktops; but make sure they have plenty of space between them to program and operate the models.

I used the amazing LEGO Digital Designer to put together building instructions as a basis for each of the models the children would be making and programming.  Don’t worry, you won’t have to if you are an iCompute school because I’ve done all that for you.  Simply print and hand out to the children.  If you fancy having a go yourself, you can virtually construct a model of your choosing and then opt to create the build instructions which your can display in a web browser or print.  Love it!

LEGO Build Instructions

Build Instructions for LEGO WeDo

Whilst build instructions can be vital for some pupils, there are still plenty of opportunities for creativity  for others and I allow those the freedom to design, create and program their own models with only a rough guide.

I’ve been really impressed with how well the children have responded to physical programming and how smoothly the lessons have gone.  I hope some of you find my tips useful and please let me know how your lessons go.

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Teach Programming LEGO™ WeDo with iCompute

Build and Code with LEGO™ WeDo

LEGO™ WeDo This week sees the launch of iCompute’s new six week programming unit  for Year 3 and 4-5 week unit for Year 4 which uses LEGO™ WeDo to teach children how to program robots and models in primary computing lessons.

This helps schools address the controlling physical systems objective of the National Curriculum for Computing at Key Stage 2.

What is LEGO WeDo?

Lego WeDo is a fantastic opportunity for children to bring the physical world to life through code.  They build models using the bricks they know and love and then program them interact with the world around them!

Using robotics promotes interest in science and engineering, as well as computer science and helps develop motor skills through model building.  Mechanisms, built by and ultimately designed by, the pupils themselves set computer programming in a meaningful context.  Children learn more quickly when a model executes a program, physically, right before them.

The robotics elements of LEGO WeDo include motors and sensors.  Our new units do not require the full educational LEGO WeDo sets to be bought.  Schools that already have plenty of bricks and parts can simply buy the robotics parts that will enable models to move, sense and interact with the physical world.

Robotic Parts

LEGO WeDo has two versions 1.0 and 2.0.  Our units provide support for both and the principle robotic parts remain the same at their core (albeit with enhanced features for 2.0).

  • The Hub: The WeDo hub connects models to your device. You can connect up to two sensors (motor, distance sensor, or tilt sensor)
  • The Motor: When connected to the hub, the motor can be programmed to turn on/off.  It can also be programmed to adjust power, direction and duration
  • The Distance Sensor: The distance sensor can detect how far away an item is in front of it
  • The Tilt Sensor: The tilt sensor detects how far it’s tilted from left to right.

You can also connect and program LEGO Power Function lights which do not come with WeDo packs as standard but can be bought on their own and connected to the hub too.

As already mentioned, you can buy the robotic parts separately if you have plenty of LEGO bricks; however it is still possible to pick up education sets of WeDo 1.0 at a fraction of the price of WeDo 2.0.  Search online for LEGO™ Education WeDo Construction Set 9580 (make sure it’s the construction set you are buying).  I managed to buy 6 sets of WeDo 1.0 at £70 each compared to £150 each for LEGO™ Education WeDo 2.0 Core Set 45300.

Programming LEGO™ WeDo

iCompute uses MIT’s Scratch to program models.  LEGO WeDo does have it’s own software that comes as part of the kit, but I don’t feel it offers the same opportunities for enhancing physical programming through storytelling so have chosen to use Scratch instead.

There are two versions of Scratch: 1.4 and 2.0.  Scratch 1.4 is an offline editor that you download and use without the need for web access.  Scratch 2.0 is available as both an online and offline version.  Regular readers will know that I prefer 1.4 for primary aged pupils as the interface is cleaner and the debugging options are better.  Scratch 2.0 however does allow models to be connected to tablets, as well as computers.  You can use both versions of WeDo with Scratch 2.0, however you need to install a device manager and extension in Scratch 2.0 for them to work.

The teacher guides contained within the unit provide comprehensive guidance on the options and their respective setups.

Using Scratch and LEGO WeDo enables pupils to create some amazing models and stories to accompany them.

What Pupils Can Do with LEGO™ WeDo and iCompute

  • Programming, using software , designing and creating working models
  • Using the software to acquire information
  • Using feedback to adjust a programming system output
  • Working with simple machines, gears, levers, pulleys, transmission of motion
  • Measuring time and distance, adding, subtracting, multiplying, dividing, estimating, randomness, using variables
  • Doing narrative and journalistic writing, storytelling, explaining, interviewing, interpreting
  • Design: Use STEM principles to explore Science, Technology, Engineering & Mathematics and design models
  • Build: Improve motor function, communicate and collaborate with others in building working models and robots
  • Program: Create animated stories, and program models to interact with the story & physical world
  • Digital Literacy: Create factual and imaginative animations and narratives that explain, interpret and tell stories
  • Test : Use physical output as feedback to to detect errors easily
  • Debug: Correct errors found when models don’t behave as expected
  • Evaluate: Critically analyse work and that of others and discuss what is good, or not so good, about them
  • Improve: Revisit models and code then cycle through this process from ‘Design’ onward to make things better

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KS1 Computing with Scratch Jr

Learning to Program with Tablets & Scratch Jr

KS1 Computing Support Card

iCompute Pupil Support Card

Introduce your KS1 computing pupils to algorithms and programming in a fun, intuitive way, using Scratch Jr on tablets.  I’ve put together a 6-8 week KS1 computing unit and associated teacher/pupil resources that uses Scratch Jr and am struck by just how quickly my pupils pick up some of the fundamental principles of computer science.

I based the unit around Michael Rosen’s “We Going on a Bear Hunt” to give the children’s coding context and purpose.  Over the weeks the children move progressively from adding sprites and programming some basic movement to programming sprites to go a more complex journey in the form of a hunt – just like in the story.  The concepts covered that I found they grasped really quickly are:

  • Understanding and developing algorithms
  • Programming: sequence, selection and repetition
  • Computational Thinking: logical thinking; abstraction; decomposition; generalisation; recognising patterns & relationships
  • Testing & Debugging

Alongside that, the children learn to work collaboratively, develop digital literacy skills as well as persistence and resilience in problem solving.

KS1 Computing Lesson Plan

Snippet of iCompute Scratch Jr Lesson Plan

You can download our glossary of computing terms for help with any of those concepts.  I’ve also created a periodic table of Scratch Jr blocks which have editable blocks use in unplugged computing activities, and some basic blank Scratch Jr blocks for cutting/sticking activities which help support learning.

There are many creative ways to plan primary computing using Scratch Jr and I’m looking forward to starting another unit for our iPad scheme of work very soon!

Scratch Jr is a free app, with a drag and drop interface for visual programming, developed by MIT and available for tablets on the App Store, Google Play, Chrome Store and Amazon

Get it now and get creative in your KS1 computing classrooms.

 

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Primary Computing and Digital Literacy

Digital Literacy in Primary Schools

Digital Literacy

Teaching Digital Literacy

Now that Computing has been statutory in primary schools since the introduction of the National Curriculum for Computing at Key Stage 1 and Key Stage 2 in 2014, many schools feel that they have got to grips with the objectives and have a view, if not a plan, of how to meet them.  With computer science being at the core of the curriculum, its perhaps easy for schools to neglect the other aspects of it – including digital literacy.

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Screencasting in the Classroom

A Powerful Tool for Assessment

I’ve covered a number methods for primary computing assessment in this post but, as I’ve been creating some pupil/teacher resources for video screencasting using, free, OBS (Open Broadcaster Software), I thought I’d go over the screencasting part of it again here.  You can download the pupil/teacher support card by clicking on the image in this post.

Potentially one of the most powerful tools for assessment in computing is engaging pupils in creating screencasts – recording computer screen video with audio narration.  Research indicates that by making learning visual and documenting thinking – through screencasting – pupils more naturally engage in self-assessment.  Even when recordings are made without any intended audience and in the absence of prompting, pupils automatically listen back to themselves, reflect, assess and adjust (Richards, 2014)

This promising tool could be used to further develop information technology and digital literacy skills whilst also engaging pupils in the assessment process by editing screencasts for an intended audience with audio and creating visual effects such as captioning.  The screencasts could then be uploaded to individual or class blogs, using categories and tags mapped to the appropriate strand of the National Curriculum for Computing, as evidence of learning or saved as a video file for storage on file servers either at school or in the Cloud.  Similarly, teachers could use screencasts to provide audio/visual pupil feedback by making recordings when reviewing work.  The screencasts could be cross-referenced against a project and uploaded into the pupil’s e-Portfolio.

screencasting card

Click to Download

 

References:

Richards, Reshan. One Best Thing. iBooks, 2014. eBook [Available here]

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Primary Computing Glossary

Computing Glossary of Terms

We Computer Scientists like our jargon but now (due to the National Curriculum for Computing) we are teaching pupils as young as five about how computers and computer systems work; teachers need to know – and be able to explain to children – what a plethora of confusing words mean.  As Kurt Vonnegut observed “if you are going to teach, you should either teach graduate school or fourth grade… and if you can’t explain it to fourth graders, you probably don’t know what you’re talking about.

Here I’ve put together a computing glossary of terms that I hope are useful to computing teachers and are used in iCompute’s primary computing schemes of work.

iCompute Glossary

Click to Open/Download

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Primary Computing Curriculum Coverage

Have you got it covered?

The primary computing curriculum has now been statutory since September 2014 with the introduction of the National Curriculum for Computing at Key Stage 1 and Key Stage 2.  All schools should now be teaching a broad and balanced computing curriculum that provides full curriculum coverage of the aims and objectives of the National Curriculum for Computing.  But are they?

computing-covered

Think you’re “doing” Computing?

There seems to be a wealth of resources available now to help teachers teach computing.  There’s lots of stuff online.  Even better, free stuff!  Gather all that; organise it (roughly) into year groups and that’s Computing sorted!

The trouble is, most of it is targeted to help schools in only one aspect of the computing curriculum: coding.  And Computing is so much more than just coding.

School’s really don’t have it covered if that’s all they’re doing. Or, even, if they’re doing some bits on eSafety too; or one lesson about networks before falling back to those old ICT units (Word processing, Spreadsheets and good-old Powerpoint) that someone – now long gone from the school – put together from the QCA ICT scheme of work back in 2000.  Or, even, if they bought a scheme adapted from an old ICT scheme with about twelve extra lessons on coding added in.  Schools are being let down. More importantly, they’re letting pupils down.

In what other subject is it okay for teachers to admit they know nothing about the subject they teach? To proffer copying answers and children teaching each other as the only pedagogical approaches?  In what other profession would teachers offer support and training whilst freely admitting you know very little?  Would it be acceptable for a maths coordinator to miss out all of the bits of maths they don’t understand? Or teach from outdated materials?  –  ‘Look, I don’t really like that the government want us to teach graphs and algebra and some other hard bits and I’ve got some really good stuff on counting with an abacus that I found on Wikipedia via the Ancient Chinese so I’m going to do that all year instead’.

I don’t care whose materials schools use or who helps teachers, as long as they’re good because what I do, passionately, care about is that children are taught computing well.  And I don’t think they are.  Most schools aren’t teaching it properly.  Schools need to give computing the status and comprehensive coverage it deserves.

The three strands of computing are:

  • Computer Science
  • Digital Literacy (incl. eSafety)
  • Information Technology
Computing Strands

Click to download iCompute’s breakdown of computing strands against NC objectives for primary computing

According to Ofsted inspection guidance for Computing:

Teaching

For Good or Better teaching, teachers have an enthusiasm and passion for computing.  Teachers use a wide variety of innovative and imaginative resources and teaching techniques.

Subject knowledge is excellent, continually up-to-date and demonstrates a high level of technical expertise.

Curriculum

The curriculum is broad and balanced and covers all three strands of computing.  It is imaginative, stimulating, progressive and set in contexts meaningful to the children.

Children use their knowledge, skills and understanding in realistic and challenging situations.  Pupils have comprehensive knowledge and understanding about how to stay safe when using new technologies.

Subject Leadership

High levels of subject expertise and vision with a strong record of innovation in computing.  CPD is well-targeted.

Access to computing equipment is outstanding and the school is likely to have promoted the use of mobile technologies.

There is an engaging, age-appropriate e-safety curriculum in place.

E-safety is a priority within the school and promoted throughout.  Staff receive regular training and rigorous policies are in place.

How are you doing?

reflecting on computing

Reflective Practitioner

Children have a statutory entitlement to a high-quality computing education.  I encourage you to reflect on the practice and provision within your school.

In doing so, here are some questions you could use as a basis for reflection:

Staff

Do all staff have:

  • good or better subject knowledge?
  • good or better subject pedagogy?
  • the ability and time to develop comprehensive, progressive, computing curricula?
  • high expectations of learning in computing?

Curriculum

Do you have a computing curriculum that:

  • provides full coverage of the National Curriculum for Computing at Key Stage 1 & 2?
  • is broad, balanced and meets the needs of all learners?
  • is engaging and inclusive?
  • uses a rich and varied range of software, tools and technologies?
  • supports teaching and learning with comprehensive assessment guidance?

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iCompute with Sphero – Free Primary Computing Lesson Resources

Teach controlling physical systems

As I mentioned in a previous post, I have recently written a primary programming robotics scheme of work as part of my role as a primary computing master teacher with Computing At Schools and having been kindly loaned five Sphero.  @cas_lancaster will be lending these lesson plans and resources out as part of their equipment loan scheme and the complete unit and associated resources, assessment guidance etc, now forms part of the iCompute for iPad scheme of work.

Today, I presented at #CASLancaster16 conference about my experiences of teaching with Sphero.  Check out my posts elsewhere on this blog for tips on teaching with physical systems and visit iCompute Free Stuff to download the free robotics resources I contributed to support The Hour of Code.

Also, check out this post which is an updated version of my teaching experiences with Sphero SPRK+ Edition.

sphero cover

Visit iCompute to find out more about primary robotics

 

 

Primary Programming – Guide to Scratch Skills Progression

Download and use as a guide to primary programming skills progression with Scratch

Please note that children progress at different rates and this is intended as a guide only.  iCompute’s whole-school primary computing scheme of work provides computing lesson plans that have built in differentiation, extension and enrichment activities to include, engage and challenge all pupils in primary computing.

Skills Progression

Primary Scratch Skills Progression – Click to download

Computational Thinking Puzzles for Primary Pupils

Develop Primary Computational Thinking Skills With Puzzles

Computational Thinking Puzzle Book

Computational Thinking Puzzle Workbooks

Computational thinking is at the heart of the statutory programme of study for Computing:

A high quality computing education equips pupils to use computational thinking and creativity to understand and change the world (DfE).

Since the introduction of the National Curriculum for Computing in 2014, schools now teach computing from the age of 5 and have developed curricula to meet their statutory obligations; however many lack a focus on developing computational thinking skills favouring, instead, to concentrate on the programming, or coding, objectives. In this post, I discuss computational thinking in more detail and how teaching it helps children become problem solvers which is important not just in computing but is an essential life skill.

There has been much research into the benefits of puzzle-based learning. Puzzles help children develop general problem-solving and independent learning skills.

According to Badger et al. (2012) engaging in puzzles means that pupils:

  • take personal responsibility;
  • adopt novel and creative approaches, making choices;
  • develop modelling skills;
  • develop tenacity;
  • practice recognition of cases, reducing problem situations to exercises.

Additionally, in solving puzzles pupils use and apply a range of strategies that cross disciplines in entertaining and engaging ways.

So what does any of this have to do with computational thinking? By selecting the right variety and complexity of puzzles, children will independently practise and develop computational thinking skills.  Computational Thinking is about transforming a seemingly complex problem into a simple one that we know how to solve.  It involves taking a complex problem and breaking it down into a series of smaller, more manageable parts (decomposition). Each part can then be looked at individually, considering how similar problems have been solved in the past (pattern recognition), and focusing only on the important details whilst ignoring irrelevant information (abstraction). Next, simple steps or rules to solve each of the smaller problems can be designed (algorithms).  Once we have a working solution, we then use evaluation to analyse it and ask – Is it any good ? Can it be improved? How?

Computational Thinking

Computational Thinking

This will enable them to find solutions and apply those already found to different problems, in different contexts. All of this helps lay the foundations for pupils to become effective problem solvers.  Skills that are increasingly important, as discussed in this post, given the digital world we live in and the need to prepare pupils to solve as yet unknown problems using tools and technologies that do not yet exist.

ERA 2017 Award

Best Educational Book

UPDATE: iCompute’s Computational Thinking Puzzle Workbooks 1-4 have been shortlisted for prestigious ERA (Education Resource Awards) 2017 for Best Educational Book.

 

 

 

 

References:

Badger, M., Sangwin, C, J., Ventura-Medina, E., Thomas, C, R.: 2012, A Guide To Puzzle-Based Learning In Stem Subjects, University of Birmingham.

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Primary Computing with Sphero

Controlling Physical Systems – Robotics

 

As part of my role with Computing At Schools (CAS) as a Primary Computer Science Master Teacher,  I have recently been fortunate enough to teach using Sphero, having been lent a set by @cas_lancaster.  The task was to produce a set of step-by-step Sphero lesson plans and associated teacher and pupil support materials for primary teachers to use.  That is all now done and I’ve had great fun creating our new robotics unit – iCompute with Sphero – which forms part of our iPad pack , as well as being available separately.  It will be lent out to other local schools by @cas_lancaster.  Teaching progressive lessons using Spheros enables primary schools to meet a number of the objectives of the National Curriculum for Computing at Key Stage 2 Specifically:

  1. design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
  2. use sequence, selection, and repetition in programs; work with variables and various forms of input and output
  3. use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
  4. select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information
sphero cover

Visit iCompute to find out more about primary robotics

iCompute Features Flowchart

iCompute – Features Flowchart

Here, I share my experiences of using Sphero 2.0 with primary pupils and give some general advice and classroom tips about how to use them effectively, engage and challenge your pupils.  See this post which details my more recent experiences of teaching using Sphero SPRK+ edition.

What is Sphero?

Sphero is a robot ball with several features that can be controlled though apps and also includes the facility for pupils to create their own computer programs. The main features are:

  • Rolling – Sphero can roll at specified speeds and directions
  • Colours – Sphero can light up to a specified colour
  • Bluetooth – Sphero connects to mobile devices through wireless Bluetooth

Preparation

As Spheros are connected to iPads via Bluetooth, preparing to use them in your classroom before your roll up brandishing them and creating general hysteria is vital!  Make sure all are fully charged and that your have paired each to a particular tablet in advance.  Each Sphero flashes a unique sequence of colours when they are ‘woken’ which can be used to identify them.  A Sphero will appear on your tablet’s Bluetooth list using the initials of the three colours it flashes in order, Eg. Sphero-RGB for a colour sequence of Red, Green and Blue.  Update: Connecting Sphero to tablets is much easier and more reliable since Sphero SPRK+ edition has been released (which I now have and teach with).  Here, you simply hold Sphero close to your iPad to make a connection.

For Sphero 2.0, I added stickers to each of the Spheros with their unique name, as ‘YGO’, ‘RGW’ etc., and also to the corresponding tablet I’d paired it to. This made distributing them and the iPads much easier when in class.  This isn’t necessary if using SPRK+.

Environment

You need lots of space to use these.  I used the school hall.  I refer back to ‘Preparation’ for this as it may be something you need to organise. I forgot on my first session and arrived with a very excitable class to a hall full of lunch tables. The first half of my lesson therefore involved getting those out of the way.

You can also buy covers called a ‘Nubby’ for outside use.

Sphero Nubby Cover

Sphero Cover

I tried this with one of my classes and we had to come back inside as it was sunny and therefore impossible to see Sphero’s tail-light: essential to be able to aim it to move in the direction you want it to go.  Also, we had iPads and the children couldn’t see the screens.  When our school went on to buy the SPRK+ edition of Sphero, we didn’t bother buying the covers.

 Lesson Ideas

Now on to the good stuff.   My specialism is teaching primary pupils aged 3-11.  I think coding with Sphero is suitable for Key Stage 2 pupils, children aged 7-11.

I suggest your first session focus on teaching the children how to wake Sphero, Orient (aim) it and control it using the standard Sphero app. Each Sphero (2.0 version) comes with, amongst other things, a pair of ramps and once the children have got used to moving Sphero forward and backward with reasonable accuracy, add the ramps and other obstacles to make things interesting and develop accuracy further.  The SPRK+ edition, doesn’t have ramps but has tapes and measures instead.

Sphero App icon

Sphero App

A lesson, including step-by-step instructions for both teacher and pupil for this are available in our robotics pack.

iCompute with Sphero Lesson Plan

iCompute with Sphero

 

 

 

The following lessons progress to using the drive function of the Sphero Edu app enabling the children to gain greater control and begin to understand that Sphero can be controlled to perform specific actions.

I then move things on for the rest of the unit to programming Sphero using Sphero Edu.

We created quizzes that the children programmed Sphero to move and change colour to answer.  This presents great cross-curricular opportunities.  We create algorithms and program Sphero to be our dance partners for Physical Education. Also, mazes to navigate with excellent links to Mathematics for distance, direction and angle work.  The children also program Sphero to travel the globe, linking to Geography, using a free floor map from National Geographic.

Using robotics in the primary classroom presents creative and engaging opportunities for the children to extend what they have learned about algorithms and programming in Computing by understanding that physical systems can be controlled too.  With the right blend planning and imaginative resources, using Sphero’s in your classroom has the potential to inspire the next generation of software designers and systems engineers!  The possibilities are exciting…

Visit icompute-uk.com for primary computing lesson plans.

Primary Computing Assessment

How to Assess Primary Computing

Summary

  1. Evidence – Use e-Portfolios such as SeeSaw or maintain individual folders on the school network for each pupil to contain digital work
  2. Teacher Feedback – Face-to-face or using digital ‘marking’ strategies such as adding text comments in digital work or adding audio of your comments
  3. Self/Peer – Blogging, Vlogging or Video Screencasting provides excellent opportunities for pupils to reflect on work
  4. Diagnostic Testing – Creative online interactive quizzes (e.g. Kahoot) provide engaging opportunities to assess pupil understanding and bring a gamification aspect to assessment
  5. Assessment Projects – Using end-of-unit open-ended project tasks allow pupils to demonstrate learning
  6. Progress Tracking – Understanding where pupils are and planning next steps to meet age-related expectations

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Computational Thinking – Primary Computing

Computational Thinking Across the Curriculum

Computational Thinking is a life skill for everyone. It’s analytical problem solving: finding solutions to ‘problems’ using logical reasoning and systematic approaches.  By ‘problem’ I mean something you want to achieve.  This could be anything from designing and building a physical structure to creating a piece of art.

CT Poster

Click to download the poster

Fundamentally, Computational Thinking is about transforming a seemingly complex problem into a simple one that we know how to solve.  It involves taking a complex problem and breaking it down into a series of smaller, more manageable parts (decomposition). Each part can then be looked at individually, considering how similar problems have been solved in the past (pattern recognition), and focusing only on the important details whilst ignoring irrelevant information (abstraction). Next, simple steps or rules to solve each of the smaller problems can be designed (algorithms).  Once we have a working solution, we then use evaluation to analyse it and ask – Is it any good ? Can it be improved? How?

Computational Thinking

Computational Thinking

Teaching computational thinking is not teaching children how to think like a computer.  Computers cannot think.  Computers are stupid.  Everything computers do, people make happen.  It’s also not teaching children how to compute.  It’s developing the knowledge, skills and understanding of how people solve problems.  As such, it absolutely should not be confined to computing lessons and should be used throughout the curriculum to approach and solve problems and communicate and collaborate with others.

Search our blog for our free cross-curricular computing resources and try six free units from our cross-curricular computing scheme.

QR Codes in the Classroom – Enabling Mobile Learning

QR Codes – A Tool for Teaching and Learning

QR Code

QR Codes – A multitude of classroom uses

With Computing now firmly part of the primary school curriculum, more and more teachers are exploring ways to use technology in the classroom and enable mobile learning.

Quick Response Codes (QR Codes) are everywhere, but how can they be used as a tool for teaching and learning?

QR Codes are codes that can be scanned by any device with a camera, such as smartphones, tablets, laptops or PCs.  QR Codes can direct you to a web page; display text on a device; send an email, show map locations, access videos and much more…  In order to scan the codes devices need a QR Reader app and there are a wealth of free ones on the market to choose from.  A quick internet search will reveal just how many!

I like to create my own QR Codes, both for pupil use and to assist me as a teacher (see image).  I customise them by design and colour to make them more visually appealing and engaging and many QR Code Readers allow you to do that for free.  I used Unitag for this one.

Not sure?  Here are some ideas you could try in your classroom:

Shortcuts

Ever watched a KS1 pupil painstakingly type a long URL only to discover they’ve entered it into the search box of an internet search engine instead of the browser address bar?  I have, several times, and whilst that itself can be a valuable lesson it’s often not the objective and I need to get the children to the online resource quickly and efficiently.  I generate, print (and sometimes laminate) a set of QR Codes that I can use again and again.  The children pass them around the classroom scanning the codes taking them to the online resource with speed and ease!

Assessment

Many teachers I know are not sure how to provide evidence of progression when some of the children’s work is online.  This is particularly troublesome for primary computing but applies, or I hope it does, in other subjects too.  QR Codes can be generated to link to the children’s digital content.  Each of my pupils have a physical folder containing any worksheets, designs, assessment tasks etc. that are in pen/paper and they also generate and print QR codes that can be used to access their online work.  See also ‘Rewards’.

You could also use the fantastic Plickers app to question/poll your pupils and collect, compare and track responses.  This blog post has some great suggestions of how Plickers can be used for assessment purposes.

Rewards

Celebrate achievement by creating QR Codes that can be handed out to pupils when they reach milestones.  Directing children to a website to collect a digital badge is an obvious choice but you could also invite your pupils to design their own online badges using any digital drawing application.  This has the benefit of involving your pupils in the assessment process by having them help decide what constitutes achievement in a particular area and also what needs to be done to earn the reward.  ‘Badges’ could then be uploaded and added to your school website with each having their own webpage that the QR Code points to for children to collect.  Alternatively, the web page could simply let them know they’ve won a pen/pencil/rubber etc.

Scavenger Hunts/Quizzes

Compile a set of questions on a theme and encode each with a QR Code that you put out either around the school or, preferably, outside of it.  When the code is scanned, the text containing the question is displayed on the device.  Your pupils could respond using various methods – verbally; pen/paper or audio/video recording.

The children could also design their own quizzes and create QR Codes for them which could be used for self/peer assessment (see ‘Assessment’).

I’ve also used codes for KS1 literacy by encoding simple CVC words, spreading the codes out around the classroom and having the children scan, read and arrange the codes into sentences that make sense.  Obviously you could adapt that idea for any number of other activities – e.g. The Water Cycle, planet order etc.

Differentiation

Create different QR Codes that point to easier/core/harder online resources/support or contain different levels of questions according to pupil ability.

Extension/Enrichment

Provide QR Codes containing further activities for pupils to engage with after completing their core tasks.

Responding

Use QR Codes to collect pupil responses.  Generate and display around the classroom potential answers to multiple-choice questions (e.g. A, B, C, D) and get your pupils up and moving scanning their responses to your questions – also see ‘Assessment’.

Checking Work

Have your children check and mark their own work by giving them access to QR Codes they can use after they have completed their task.

Homework

Print QR Codes for the children to take home that direct them to online content to assist with homework research and/or to engage with other online activities as homework.

QRCode

QR Codes are more than a gimmick.  They enhance teaching and learning and have the capacity to hold an enormous amount of data that can be accessed with the click of a digital camera.  We teachers embrace technology when we see the clear practical benefit of using it for ourselves and for our pupils.  Now that most schools have access to some form of mobile technology we can take learning far beyond the confines of our classrooms.

Open your mind to the potential of QR Codes as a powerful aid to teaching and learning and don’t pan IT, scan IT!

I’d love to hear your ideas for QR Codes in the classroom so please tweet them to @iComputeUK or leave a comment below.

Cross Curricular Computing

Enrich learning with cross curricular computing

cross curricular computing

Authentic cross curricular links

Computing is one of the most fundamentally cross curricular subject areas in education.  It’s about using technology, logic, creativity and computational thinking to solve problems that cross all disciplines.  It requires the systematic breakdown (decomposition) of both the problem and the solution.  We need to prepare pupils for how to live in an increasingly digital world by equipping them with the knowledge, understanding and skills to solve as yet unknown problems using tools and technologies that do not yet exist.  We can work towards achieving this by using computing as a means of making sense of the world and using what the children learn in computing across the curriculum.

The best primary practice includes blending thorough, discrete, subject teaching with effective cross-curricular work.  “…high standards are best secured when essential knowledge and skills are learned both through direct, high-quality subject teaching and also through this content being applied and used in cross-curricular studies.” [Rose, 2009]. Both approaches are needed for effective learning to take place, to enable children to make links between subjects and to set learning in meaningful contexts.  Using computing throughout the primary curriculum offers a way to enrich and deepen learning through engaging, interconnected, topics.

Our cross-curricular computing pack is designed to complement our whole school primary computing scheme of work.  It provides pupils with an engaging exploration of computing through a rich variety of media and technologies set within other subject areas.  It supports teachers with step-by-step cross curricular computing lesson plans and cross curricular computing resources.

We’ve put together some free cross curricular computing resources for embedding computing in other subjects.  Visit: www.icompute-uk.com/news/cross-curricular-computing-resources/

Visit www.icompute-uk.com to find out more about our highly acclaimed primary computing schemes of work.  iCompute is used by thousands of teachers around the world and features on BBC Bitesize for Primary Computing and the Hour of Code (code.org).

References:

Rose, J (2009) Independent Review of the Primary Curriculum, Nottingham: DCSF (pdf)

 

Primary Computing Podcast Resources

Computing and History – Podcast Support

I’m writing a cross-curricular computing scheme of work and one of the best parts of doing that is creating the resources to support the step-by-step lesson plans.

Here are some free resources that I created to embed Computing within History by creating a podcast of an interview with a child evacuated during World War 2.  The materials for using Audacity to edit audio, add backing tracks, effects etc. support pupils’ podcasting and the guide for conducting an interview help pupils construct open questions.

Could easily be applied elsewhere within the curriculum.  Check out the other free resources on my Blog and enjoy!  Our cross-curricular scheme of work (iCompute Across the Curriculum) is coming soon – find out more here

Interview tips for a podcast

Click to download

Support for using Audacity to podcast

Click to download

 

iCompute Finalist for The BETT Awards 2016

iCompute Shortlisted as Finalist for The BETT Awards 2016

iPad image

iCompute Lite for iPad

BETT Finalist 2016Brilliant day at the office as the first ever ‘Tap-and-Teach’ app for primary computing developed by iCompute has been shortlisted as a finalist in the prestigious BETT Awards 2016.

The BETT Awards celebrate innovation in technology and education as well as recognise, reward and promote excellence.  They are regarded as one of the highest accolades in the industry.  The selected finalists have been chosen by a panel of independent teachers and educationalists and are recognised as ‘best of breed’ amongst the sector.

Debbie French, portfolio director at i2i Events Group for Bett and the Bett Awards, says: “The 2016 awards highlight the most effective and pioneering companies and solutions in education, and all finalists are to be applauded for their contribution to education. This year’s awards have seen an incredibly competitive cohort of entries, and we hear that the judging process to select the finalists was challenging in the best possible way. This is testimony to the world-class level of innovation in the education supplies industry, and it is a true pleasure to recognise these companies for their excellence.”

Liane O’Kane, Director of iCompute said :  “We are thrilled to be shortlisted again this year for another of our ground-breaking primary computing products.  We lead the way in providing educational products and materials that support schools in creatively teaching primary computing.  As an organisation that passionately believes in engaging all children in the creative use of technology in education, we work hard to ensure that schools have high-quality support and resources to teach computing at Key Stage 1 and Key Stage 2.  Our iPad app puts these resources at teacher’s fingertips.”

 

iCompute Lite icon

Click/Tap to find out more

Download on the App Store

George Boole – Primary Computing Resource

Biography for children – 200th birthday of ‘founder of Computer Science’ George Boole

Download our free biography of George Boole for primary aged pupils.  This works really well with our Binary Beads unit in iData which is available free as part of our contribution to this year’s Hour of Code.

The children encode their first names using binary and then make bracelets using coloured beads, where one colour represents zero and another represents one.

This resource will also soon form part of a computing and history unit in our forthcoming cross-curricular computing pack – iCompute Across The Curriculum.  Download the free lesson and associated materials from our Hour of Code page.

George Boole biography for kids

Click image to download the biography – for the associated lesson plan, visit www.icompute-uk.com/hoc

Primary Computing Keywords Poster

Computing Keywords Classroom Display

Primary Computing Keywords Poster

Click to download

Download iCompute’s free primary computing keywords classroom display poster.

Also use our teacher guide for computing  terms which is available here.

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iCompute for iPad app – teaching resources at your finger tips

iCompute iPad Apps

Click to find out more

At this time of year, with the gorgeous weather we’ve been having throughout the UK, it’s not hard to see the benefits of teaching primary computing with iPads.

One of the main advantages that my pupils point out about iPads over pcs/laptops is that you can pick them up and carry them around.  So carry them around we have throughout this summer term.  I’ve been teaching from our iPad pack and taking our computing lessons outside.

children with ipads

Taking computing learning outside

Teaching our iPad units just got easier with the launch of our iCompute for iPad apps that now also sell as individual year groups on the App Store.

I can now tap and share resources like pupil support materials and worksheets using AirDrop, play our video screencasts and model how to use the programming apps on the interactive whiteboard using AirPlay.  Our teaching resources are now literally at my fingertips.  All I need is my iPad, iCompute for iPad and appropriate programming apps and I’m good to go.  Anywhere.

children with ipads

Fun in the sun

The possibilities are limitless and I’m so enthused by the success of teaching computing using iPads that I’m currently developing a new product – iCompute Across the Curriculum.  This will help consolidate the children’s learning in computing, allow them to practice their skills and enhance other areas of the curriculum.

For now though, the children are enjoying the great outdoors and creating some fantastic apps to compliment their forthcoming sports days.  Fingers crossed the weather plays ball!

 

Find out more about our whole-school scheme of work and iPad packs at http://www.icompute-uk.com