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Showing posts with label STEAM. Show all posts
Showing posts with label STEAM. Show all posts

Sunday, June 12, 2016

How to use Scratchjr as a multimedia presentation tool for your K-2 students!



I can't believe it's been over 6 months since my last blog post! The adventures in library rolled on, but a brand new adventure in fatherhood eclipsed the blogging time! When we last left off, I had blogged about my decision to use Scratchjr during Hour of Code month in December. The posting explained how Scratchjr goes beyond introducing the concepts of coding to early readers, by empowering students to share their learning, and create and publish their own interactive multimedia projects. With Scratchjr, you don't just learn to code, you code to learn. Today's post picks up where we left off, at the end of the Hour of Code month.


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By the end of the month, after 6 brief library visits, the Kindergartners were presenting their creative wordless fiction stories that they coded, while the 2nd graders were coding interactive presentations that taught the kindergartners about an animal they researched. These students had never used Scratchjr before, and now they were harnessing its power to share their learning with their peers in a breakout event. 


Some examples of student work and our breakout event:
2nd grade students present their animal projects that they coded in Scratchjr. They are presenting to a kindergarten class that has library at the same time, and had not yet begun their coding unit.


A kindergartner teaches his peers how to code at a breakout event in our library. He is teaching fellow kindergartners from a separate library class that had not yet begun their coding unit.



These are some more samples of  the animal projects created by our 2nd grade students at the end of their 6 library visits.  


I was blown away by how the students picked up programming in Scratchjr, and harnessed its power to create authentic and meaningful work that they shared with their peers. 
Here's how we got there:


Lesson 1 (20 minutes): Before handing out the iPads, I used SMART notebook to introduce the concept of coding in Scratchjr. I placed images of the some basic movement blocks on the notebook page, and turned on the "infinite cloner", so that students could add the blocks to a line of code by dragging the image with their finger on the SMART Board (see below). We discussed what programming is, and reviewed the meaning of the movement blocks. Students raised their hands to come up to the SMART board, and create a line of code for the teacher to act out. Students then volunteered to act out the code themselves. After this initiation activity, students received their iPads and were directed to the app. I walked them through this basic intro lesson lesson from these Scrathjr playrgound resources. 




The SMART notebook page mentioned above. The blue movement blocks have the "infinite cloner" turned on.



Lesson 2 (20 minutes): We played the same SMART board initiation activity from last class, "program the teacher", and I acted out movements that students selected on the board. Students then volunteered to act out new code as well. I then walked the students through the second basic lesson from the Scrathjr playrgound



Lesson 3 (20 minutes): I introduced my students to their main goals for this coding project. K-1 students would create their own wordless picture book stories using Scratchjr. 2nd grade students would create an interactive presentation about an animal that they were already researching that month. Before coding, I shared the wordless picture book Flora and the Flamingo with my K-1 students. 2nd graders watched student work samples on YouTube posted by Jacob Lee. I introduced some new Scrachjr blocks to students and let them begin their projects. 




Instruction slides from the SMART notebook file



Some new blocks I previewed



Lessons 4-6 (about 1 1/2 hours total): I reviewed the project goals at the start of each class (see images below) with K-1 and grade 2 on the SMART Board. I reviewed some various coding blocks with each class, and created some examples of what students could do in Scratchjr by mirroring my iPad (using an Apple TV). K-1 students also read some additional wordless picture books. Mostly, I stepped off the stage and gave the students time to work.




SMART Board slide with goals for 2nd graders





SMART Board slide with goals for K-1 students



Lesson 7: The break out event! My students presented their projects to the students from the other library class (we have two library media specialists each teaching at the same time, but not always to the same grade level). My colleagues' students had not yet begun learning to code in Scratchjr (we have only one iPad cart). Her students learned about Scratchr from mine, while enjoying their fiction stories (K-1) and presentations about animals (2nd grade).


Learn more about Scratchjr online, and post below with any comments or questions!


















Sunday, November 29, 2015

Why my K-2 students will be using Scratchjr during the Hour of Code month

There are plenty of wonderful coding apps and websites out there for elementary school students. Common sense media has a great list for students ranging from 5+ to 15+ on their website. Code.org has excellent resources for introducing both plugged and unplugged coding activities, and taps into student interest with Minecraft and Star Wars themed tutorials with their Hour of Code. With all the choices out there, it can be overwhelming to pick a programming language or tutorial to begin with. What is best for you and your students depends on your own unique needs and goals. For our library learning commons, that means we will be introducing the free app Scratchjr to our K-2 students.  Here's why:



Scratchjr goes beyond introducing the concepts of coding to early readers, by empowering students to share their learning, and create and publish their own interactive multimedia projects.


My after school K-2 Code Club students creating their own games and videos with Scratchjr


Unlike some of the other drag-and-drop block coding apps and websites designed for K-2 students, Scratchjr really does require some pre-teaching and direct instruction before the students can run with it. However, once the students understand the basic concepts and become familiar with the graphical programming blocks, they become empowered to create and express themselves. The opportunities to tie Scratchjr into the general curriculum and Common Core are endless.  

Jacob Lee (@TeachingJake), a first grade teacher, has posted some amazing Scratchjr videos designed by his students, in which they use their knowledge of programming to tell personal narratives, and even share their understanding of math and science concepts.


Jacob Lee's 1st grade students sharing their understanding of subtraction


With Scratchjr, you are really hitting the top of both the Bloom's pyramid and the SAMR model:




I have not yet introduced Scratchjr to my library students, however I have been running an 8 week after school session on Scratchjr with our K-2 students.  During just 8 1-hour courses, our students were able to learn about and use almost every programming block. During this after school club of mixed grades, students were tasked to create their own interactive games and videos. Here are some examples of our students' work:

A Code Club student codes his own version of "Crossy Road"


A Code Club student codes a race

For teachers looking to get started with Scratchjr, I recommend the following resources:

Start unplugged with printed (or projected) scratch motion blocks.  We had the students work in groups to program their friends' movements using printed cards with Scratchjr graphical blocks. We also used these blocks on the SMART Board for a teacher led "Programmer Says" Simon says game at the start of each class.  We often introduced a new block of code to the class this way.  

Our Code Club students programming their friends with Scratchjr cards

If you are pressed for time and cannot follow the extensive Scratchjr curricula, I recommend using their activities  as a quick way of introducing new concepts in Scratchjr.  We often began our classes with a new activity from this page, having the students follow along and replicate the same code on their iPads. This was sometimes a challenge as the Kindergarten students often needed more guidance than the 2nd graders. I had a co-teacher for this class, and typically one of us would instruct in front of the class, while the other assisted students in need. Afterwards, the students were challenged to use the new concepts to design their own original video or games.

Our code club students following along on a whole-class activity


Having taught the original web-based Scratch program to students in upper elementary and middle school, I was incredibly impressed by the Scrathjr spin-off for the younger users. We will be introducing Scratchjr to our K-2 library students this December, and plan to challenge students to share and express their learning in creative and new ways.  More posts and updates on our journey with Scratchjr to follow!




Monday, October 26, 2015

CECA/CASL Conference 2015- Takeaways for K-2 Library Media


Today's Connecticut Educators Computer Association (CECA) & Connecticut Association of School Librarians (CASL) annual conference provided wonderful learning opportunities for a middle school classroom teacher turned K-2 library media specialist such as myself.

The theme of the conference, "Breakdown Walls: Empower Learners" resonated throughout the individual presentations.  Here are some helpful takeaways and presenter links from the four sessions and keynote address that I attended.

Session 1.  Going Global: Inviting the World into the Classroom

Presenters Nicole Nowakoski (@NicoleNowa) and Carolyn Daniels (@carolynbdmyt) did an excellent job at sharing their experiences with using social media and programs such as Twitter, Skype, Padlet, Blogs, Kahoot and Minecraft to break down the four walls of the elementary school classroom.  Some major takeaways included:
  • Start within the 4 walls first. Begin by modeling Twitter use to your class through a classroom Twitter account. Tweet out morning meeting information, connect locally with other classrooms in district on Twitter.  Tweet student poetry and work - students will focus on spelling with an audience! Eventually go global and connect with the outside world.
  • Use Skype for a "Mystery Skype" - try to guess where other classrooms are in the world that the students are communicating with. This can be done with parents/community members who travel
  • Set up a class blog for students to share their work and thinking
Their Online Presentation:


Session 2. Elementary Learning Centers

Presenter Kate Candido (@KateMCandido) shared some of her great ideas for getting started with learning centers in your K-5 library.  Her rational for learning centers included an emphasis on student collaboration, independent learning, and problem solving. For teachers, learning centers provide opportunities for differentiation, flexible grouping, and targeted group instruction.  Her ideas for centers included QR code listening stations, keyboarding stations, Lego maker stations, trivia question of the week stations, research stations, and online educational game stations. Kate did a great job of using Nearpod to enable audience members to share their own ideas. 

Kate's Media Center's Blog: http://oasmedia.weebly.com/


Session 3. Empowering Young Learners with STEAM Activities and Challenges

Maureen Schlosser (@MaureenSchlosse)and Becky Granantini provided some wonderful picture book inspired STEAM challenges with the class. The books that they most recommended tying in with STEAM challenges included: The Most Magnificent Thing, Going Places, It's Only Stanley, Rosie Revere Engineer, Iggy Peck Architect, and A Storm Called Katrina.  One fun example for the little ones was to read the 3 Little Pigs, and then have the students create a toothpick/marshmallow houses to resist the big bad wolf (a powered fan).  They recommended that rubrics for these projects begin with "I Can" statements. 

Here is an example of the activity for A Storm Called Katrina:


Session 4. Hands on Exploration of Makerspace Resources

Jenny Lussier (@jluss) did a wonderful job at introducing some Makerspace technology tools, while still providing ample time for the audience to work with the tools in a hands-on environment.  Participants explored Makey Makeys, Little Bits, Spheros, Ozbots, and more. Their online presentation provides information about these Makerspace resources. 

Their online presentation: 


The Keynote Presentation - Angela Maiers 


Angela Maiers (@AngelaMaiers) delivered an inspiring presentation which delivered her message that we do not have a technology gap, but a literacy gap.  Literacy, which goes beyond the traditional sense, enables us to understand complex messages, convey meaning, and rally others.  In the 21st century, the literacy road map is changing, as are the rules of the road. We must be constant unlearners and relearners, and help our students to do the same. Angela reminded us that kids want to share, create, and collaborate.  She also warned us to run away from any speaker that claims they are the expert and a guru, because only the room, with its collective minds, is the true guru.

Angela's online presentation materials: