Tuesday, 3 May 2016
A lesson plan created on the tool Learning Designer by Anthi Harou
Learning
Design: Making 'snowman' cards with code to share in a project
Context
Topic: Computing
Total learning time: 100
Number of students: 20
Description: Students are building up a
snowman with code. The final product will be uploaded in their etwinning
platform as an exchange of Christmas
wishes with our partners.
Aims
To develop
computational thinking through problem solving (following/giving instructions)
and coding.
Outcomes
Psychomotor
skills(Psychomotor skills): The students will draw, use the keyboard, will
coordinate commands to products (e.g. the width of the snowman's head changes
according to the number of the width parameter in our code).
Affective
learning outcomes(Affective learning outcomes): The students will develop their
creativity and build their confidence through sharing something they have
created.
Application(Application):
The students will apply the knowledge of coding to create a digital snowman
Analysis(Analysis):
The students will analyze the way code is used to produce something.
Comprehension(Comprehension):
The students will understand that code relates to real life (using code to
produce a graphic representation).
Synthesis(Synthesis):
The students will gather all their acquired knowledge to design/produce a
snowman with code.
Teaching-Learning
activities
Observing a snowman
Investigate 5
minutes 1 students Tutor is not available
Use http://www.pics4learning.com/ to
search for snowmen pictures. Type in the search box the word 'snowman'. Have a
look at the images and notice the shapes, the colours, the accessories and
other details a snowman may have.
Preparing step by step
instructions to build up your snowman
Discuss 10
minutes 2 students Tutor is not available
Discuss with
your partner the steps you should follow in order to draw and decorate a
snowman. Write down your instructions.
Writing detailed step by step
instructions for building up a snowman.
Read Watch Listen 5 minutes 1
students Tutor is available
Read the
instructions http://www.wikihow.com/Draw-a-Snowman on how we can draw
and decorate a snowman.
Discuss 5
minutes 2 students Tutor is not available
Discuss with
your partner the similarities and differences between your instructions and the
ones you have just read.
Collaborate 5
minutes 2 students Tutor is available
Work with
your class partners to edit and maybe improve your own instructions. Check them
out with your teacher.
An introduction to drawing shapes
with code.
Read Watch Listen 15 minutes 1
students Tutor is available
(On the
Overhead Projector Screen) Watch the first video/1st step (Welcome to our Hour of Code) of https://www.khanacademy.org/computing/hour-of-code/hour-of-drawing-code
Watch the
second video/3rd step (Making drawings with code) Proceed to the 4th step which is a tip on how
to easily change the numbers in the parameters of a drawing (Notes: Teacher pauses the videos and makes
sure students understand basic ideas of coding.)
(Tip for the T.): Teacher pauses the videos
and makes sure students understand basic ideas of coding mentioned on the
videos.
Trying out a simple snowman with
code
Practice 20
minutes 2 students Tutor is not available
Follow
carefully the instructions you are provided with in the 5th step of https://www.khanacademy.org/computing/hour-of-code/hour-of-drawing-code/p/challenge-simple-snowman, i.e. the challenge. Move on to coding with the 6th to
11th step for more details to your drawing. For each step one will be the
driver (typing at the keyboard) and the other one will be the navigator
(reviewing what has been written and correcting errors).
Matching your ideas on your paper
and code to make a Super Snowman for
your cards
Collaborate 10
minutes 2 students Tutor is not available
Based on the
notes of how to make a snowman you took down with your partner at the beginning
of the session, use the grid paper https://s3.amazonaws.com/KA-share/cs/HandoutGraphPaper.pdf to draw your super snowman. One of you will be the painter
and the other the instructor.
Finishing up the snowman card
with a wish and uploading it onto our etwinning platform.
Produce 25
minutes 2 students Tutor is not available
Work with
your partner to produce with code the super snowman from your paper grid (i.e. Project: Super Snowman on https://www.khanacademy.org/computing/hour-of-code/hour-of-drawing-code/p/project-super-snowman). Don't forget to add some text with a wish for our
partners. When you finish, save your snowman and share it on our twinspace
(etwinning platform). To do that, click on 'share' in the upper right hand
corner of your snowman project, copy the embed code and paste it in the PAGE:
'Christmas wishes from Greece ' of our etwinning project. (First click on
'edit page' and after you have copied your embed code click on 'save' to save
your work.)
Produce
minutes 1 students Tutor is not available
At home you
can experiment with the rest of the projects on https://www.khanacademy.org/computing/hour-of-code/hour-of-drawing-code/p/project-super-snowman.
(Assessment) If the final product of the
students, i.e. their snowman with code has been effectively shared, the aims of
the learning design will have been achieved.
Monday, 2 May 2016
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