USING DIGITAL TECHNOLOGIES AND CODING DEVICES ACROSS THE

  • Slides: 17
Download presentation
USING DIGITAL TECHNOLOGIES AND CODING DEVICES ACROSS THE CURRICULUM Julia Kantor

USING DIGITAL TECHNOLOGIES AND CODING DEVICES ACROSS THE CURRICULUM Julia Kantor

Learning Intentions Why should we utilise digital technologies and devices across the curriculum? How

Learning Intentions Why should we utilise digital technologies and devices across the curriculum? How can we use digital technologies and devices across the curriculum in a meaningful way?

Think about. . . What are some of the benefits of utilising digital technologies

Think about. . . What are some of the benefits of utilising digital technologies across the curriculum? Click on the link to add your thoughts to the padlet: https: //padlet. com/juliakantor/MAV

Why should we use digital technologies across the curriculum? Technological literacy It’s engaging is

Why should we use digital technologies across the curriculum? Technological literacy It’s engaging is a life skill these days Application of problem-solving skills Encourages Opportunities for design computational and production of new thinking technologies Opportunities for collaboration Promotes creativity It allows students to create their own solutions to problems There a lot of jobs in technologies

Victorian Curriculum These ideas are part of the rationale and aims of both the

Victorian Curriculum These ideas are part of the rationale and aims of both the Design and Technologies and the Digital Technologies components Victorian Curriculum.

Utilising digital technologies and devices in a meaningful way The SAMR model provides a

Utilising digital technologies and devices in a meaningful way The SAMR model provides a good framework for understanding how technologies can be utilized in the classroom.

Thinking about how you are using technologies in the classroom The SAMR model also

Thinking about how you are using technologies in the classroom The SAMR model also provides a good framework for thinking about how you are utilising technologies.

Where to start. . . How you use technologies is largely dependent on what

Where to start. . . How you use technologies is largely dependent on what devices you have access to in your school. If using technologies across the curriculum is new for you, aim to augment tasks by incorporating apps/devices into your teaching and learning. Pic Collage is a great app for creating simple digital posters with images and text. Seesaw is arguably one of the most versatile classroom apps around. Students can record annotate their work in numerous ways providing both differentiation and student choice.

Using apps in the classroom These are some examples of ways you can use

Using apps in the classroom These are some examples of ways you can use apps in the classroom to promote thinking at different levels.

Coding devices across the curriculum Coding devices are hands-on and encourage students to think

Coding devices across the curriculum Coding devices are hands-on and encourage students to think critically, problem solve and use concise directional language. They can be utilised across all subject areas and at any level!

Reading with devices • Create a story map • Retell a story • Character

Reading with devices • Create a story map • Retell a story • Character trait match • Sequence a story Word Work with devices • Find a word • Bui ld a word (le tte rs, gr aphemes, prefix/bas e w ord/suf f ix) • • Spel ling (order the g ra phemes, ma p on a Thra ss Ch art) Word m a tch (ph one mic, r hyming , synonyms , co ntr ac tio ns, e tc ) Writing with devices • S entence structure ( create/o rder sentences) • S tory boa rd/ map Coding devices in English Depending on the proficiency of your students, you can utilize simple coding devices like Beebots, devices with pre -configured codes like Ozobots, or devices that require coding like Spheros.

Number & Algebra with devices • Hundreds Chart activities (counting on/back, number patterns, find

Number & Algebra with devices • Hundreds Chart activities (counting on/back, number patterns, find a number/follow the clues) • Board games (Snakes & Ladders) • Matching games (place value, friends of ten, number sentences) • Create a number sentence or pattern • Number find (odd/even, square numbers, prime numbers) Measurement & Geometry with devices • Measure the length, area, perimeter • Order based on attributes • Time (map your day, order days/months, order and describe the seasons) • Shapes (create, classify, match, make patterns, show transformations) • Location (mapping, positional language, cardinal points) • Explore angles Statistics & Probability with devices • Language of chance (order, classify events, create and map a story using language of chance) • Graphing (create a graph using Beebots, explore speed and distance graphs based on the movement of your Sphero) Enhancing learning in mathematics by using coding devices Coding devices can provide opportunities for children to apply their understanding while also tapping into geometric reasoning and problem solving skills.

Beebot snakes and ladders SAMR with coding devices A Mapping with beebots M As

Beebot snakes and ladders SAMR with coding devices A Mapping with beebots M As soon as you add devices to an activity you are augmenting Mapping with ozobots R

Devices in Action I have set up a seesaw class with examples of some

Devices in Action I have set up a seesaw class with examples of some of the activities in action. Go to https: //app. seesaw. me/#/login then press I’m a Student and scan the QR code to check it out.

Taking it to the next level Once you are comfortable using technology and devices

Taking it to the next level Once you are comfortable using technology and devices in the classroom, you can take it to the next level by combining them. Have students record, annotate and discuss their learning tasks. They can talk about the learning intentions, how the completed the task, challenges they faced, what they’re proud of, what they would do differently next time, etc. With both Adobe Spark and i. Movie, students can combine different media to design and create short clips to demonstrate their understanding

Other resources • Twinkl has lots of Beebot maps and activities • Pinterest also

Other resources • Twinkl has lots of Beebot maps and activities • Pinterest also has some great lesson ideas for beebots • Ozobo t classro om has lo ts of f ree lesson i deas • Pin terest al so h as some great l esson id eas for ozo bots • Edu Sphe ro has lo ts of fre e l esson id eas • Pin tere st also has so me great lesson i deas for sph ero s

Summing it up Hopefully you are coming away from this session with: - an

Summing it up Hopefully you are coming away from this session with: - an understanding as to why using technology in your teaching and learning is important - Some activities you can use in your classroom straight away. Thank you!