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Changing Role Of Digital Technology In The Classroom

Child playing a Bloxels activity on iPad

After teaching in the classroom for the past seven years, I have been fortunate and excited to have moved into the role of Leader of Curriculum & Innovation at my school. This means I no longer have my own class, and allows me the opportunity to work closely with all teachers across our school to unpack the curriculum to design, plan and implement innovative and creative learning opportunities for our students. As teachers, we need to ensure we are designing learning experiences for our students that cover a range of topics and skills to support them for their future. This is what I love.

 

 

In recent years, the addition of the Technologies strand to the Australian Curriculum has led to many teachers calling the curriculum ‘overcrowded’ and reporting that there is just ‘not enough time to teach everything’ that it encompasses. I wholeheartedly agree with these sentiments if the curriculum is taught in silos, but by taking an integrated approach across the curriculum, teachers can design learning experiences that cover several learning areas at the same time.

The Australian Curriculum states that the learning area of Technologies aims to develop the knowledge, understanding and skills to ensure that, individually and collaboratively, students:

  • investigate, design, plan, manage, create and evaluate solutions;
  • are creative, innovative and enterprising when using traditional, contemporary and emerging technologies, and understand how technologies have developed over time;
  • make informed and ethical decisions about the role, impact and use of technologies in the economy, environment and society for a sustainable future;
  • engage confidently with and responsibly select and manipulate appropriate technologies − materials, data, systems, components, tools and equipment − when designing and creating solutions;
  • critique, analyse and evaluate problems, needs or opportunities to identify and create solutions.

The Technologies learning area is then separated into two components; Design and Technologies and Digital Technologies.

Design and Technologies, in which students use design thinking and technologies to generate and produce designed solutions for authentic needs and opportunities.

Digital Technologies, in which students use computational thinking and information systems to define, design and implement digital solutions.

In this post I will share ways to integrate a variety of digital technologies across the curriculum to support you in designing engaging and meaningful learning experiences. A focus of these lesson ideas is to develop students’ communication, critical thinking, creativity and collaborative skills.

Junior Primary Ideas (Foundation – Year 2) :

Some of my favourite digital technologies to integrate in the Junior Primary classroom include, BeeBots, Dot & Dash and Cubetto. Each of these robots is very user-friendly, allowing younger learners the opportunity to be introduced to sequencing code while developing their confidence.

 

BeeBot 3 little pigs activity with picture cards on grid

 

BeeBots are small robots that can move forwards and backwards in 15cm increments and turn 90 degrees left and right. They have the ability to remember up to 40 sequences of code.

Dot and Dash are two individual robots that connect via Bluetooth to mobile devices. With a variety of Apps to control these robots, they have ability to manoeuvre around the floor in all directions, sense objects, flash LED lights and record and play back audio.

Cubetto is a wooden cube robot that moves in 15cm increments. Physical blocks are used to sequence code to manoeuvre Cubetto around a grid.

 

Cubetto space activity on mat

 

Literacy – Using story books as provocations, have students demonstrate their comprehension of the text by creating particular scenes of the story by coding any of the above robots to move around that scene.

Mathematics – Using the above technologies students develop their understanding of directional language, location and mapping skills.

 

Dash maths activity on grid with numbered and lettered cards

I have written numerous MTA  blog posts that explain lesson ideas for the Junior Primary classroom in further detail. Click the following links for more details lesson ideas. Many of these ideas can also be used with Cubetto too.

Australian Curriculum Links
English:
Foundation:

  • Identify some features of texts including events and characters and retell events from a text (ACELT1578)
  • Retell familiar literary texts through performance, use of illustrations and images (ACELT1580)
  • Innovate on familiar texts through play (ACELT1831)

Year 1:

  • Recreate texts imaginatively using drawing, writing, performance and digital forms of communication (ACELT1586 )

Year 2:

  • Create events and characters using different media that develop key events and characters from literary texts (ACELT1593)

Mathematics:
Foundation:

  • Describe position and movement (ACMMG010)

Year 1:

  • Give and follow directions to familiar locations (ACMMG023)

Year 2:

  • Interpret simple maps of familiar locations and identify the relative positions of key features (ACMMG044)

Digital Technologies F-2

  • Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems (ACTDIP004)

 

Dash activity with road drawing and boxes placed to replicate buildings

 

Middle Primary Ideas (Year 3 & 4):
As students’ understanding of Digital Technologies and computational thinking develops, we need to design their learning experiences accordingly. My favourite resources for these classes are Bloxels Builder and Sphero.

 

Child playing Bloxels activity on laptop

 

Bloxels Builder is a fantastic platform that allows students to be the creators of their own games. Using the free Bloxels Builder app or the physical gameboard, students use their creativity to design a character and game.

 

Sphero iPad activity on floor with a route made from tape

Spheros can roll at a speed of up to 7km/h in any direction, spin, flip and change colour. Using the Sphero EDU App students can accurately direct the movement of the Sphero using block code.

 

Bloxels
Literacy – Students create a game that represents a virtual story.

Child playing a Bloxels Literacy activity on iPad

Mathematics – Using the 13 x 13 grid, students’ creations will demonstrate their understanding of multiplication, fractions, and area/perimeter.

Bloxels maths activity on iPad with task card

 

Sphero
Mathematics – Students can create shapes, navigate mazes and obstacles and play games that require them to demonstrate their understanding of angles, length, time, speed.

Sphero maths activity with shaped marked on floor

 

Australian Curriculum Links:
English:
Year 3:

  • Create imaginative texts based on characters, settings and events from students’ own and other cultures using visual features, for example perspective, distance and angle (ACELT1601)

Year 4:

  • Create literary texts that explore students’ own experiences and imagining (ACELT1607)

Mathematics:
Year 3:

  • Create and interpret simple grid maps to show position and pathways (ACMMG065)

Year 4:

  • Use simple scales, legends and directions to interpret information contained in basic maps (ACMMG090)
  • Compare angles and classify them as equal to, greater than, or less than, a right angle (ACMMG089)
  • Recall multiplication facts up to 10 × 10 and related division facts (ACMNA075)
  • Compare objects using familiar metric units of area and volume (ACMMG290)

Digital Technologies 3-4:

  • Define simple problems, and describe and follow a sequence of steps and decisions (algorithms) needed to solve them (ACTDIP010)
  • Implement simple digital solutions as visual programs with algorithms involving branching (decisions) and user input (ACTDIP011)

Upper Primary Ideas (Year 5 & 6):
Upper Primary years students have the ability to apply their learnt skills and knowledge of digital technologies to create solutions to problems. My favourite resources for Upper Primary years are the Micro:bit and SamLabs.

The Micro:bit is a small microcontroller with LED lights, sensors, accelerometer and compass.

Microbit activity using light sensors and pom poms on shoes

SamLabs are wireless blocks and accessories that connect together including motors, sliders, buttons, lights and sensors.

Sam Labs activity using light sensors and pom poms on cups

Lesson idea – Using the United Nations Sustainable Goals as a guide, I select two or three goals that link to our unit of inquiry. Students are asked to focus on one of these goals and to create a solution to this problem using either the Micro:bit or SamLabs technologies.

Sam Labs classroom activity with trees ad grass made from natural materialsChild creating Sam Labs sustainability house with solar panels and garden made out of card

I explore this in more detail (with student examples) in my MTA Blog:  Integrating Sam Labs in the Classroom 

Digital tech16

Australian Curriculum Links:

Digital Technologies 5-6:

  • Define problems in terms of data and functional requirements drawing on previously solved problems (ACTDIP017)
  • Design, modify and follow simple algorithms involving sequences of steps, branching, and iteration (repetition) (ACTDIP019)
  • Implement digital solutions as simple visual programs involving branching, iteration (repetition), and user input (ACTDIP020)
  • Explain how student solutions and existing information systems are sustainable and meet current and future local community needs (ACTDIP021)

Science:
Year 5:

  • Scientific knowledge is used to solve problems and inform personal and community decisions (ACSHE083)

Year 6:

  • Electrical energy can be transferred and transformed in electrical circuits and can be generated from a range of sources (ACSSU097)
  • Scientific knowledge is used to solve problems and inform personal and community decisions (ACSHE100)

Whether it be the digital technologies I have highlighted, or any other, technology in our classrooms they should not be seen as something separate, but rather something that is integrated purposefully into student learning experiences. These technologies provide hands-on learning opportunities that allow for students to develop critical thinking, creativity and problem solving.

Featured Products:

Dash & Dot Educational Robots Pack 

BeeBots

Cubetto

Bloxels

Sam Labs Classroom Kit

Micro:bit Starter Kit

Sphero SPRK+

Sphero Bolt

 

How are you using Digital Technologies across the curriculum? We would love to hear from you!

About the Author

Eleni Kyritsis is an award winning teacher from Melbourne. She is the Leader of Curriculum and Innovation at Strathcona Baptist Girls Grammar. Eleni facilitates professional learning workshops around the world that focus on unleashing creativity and curiosity in classrooms. You can contact her at elenikyritis.com and @misskyritsis

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Dash And Dot In The Classroom

Dash story telling activity with girl on iPad for the classroom

Dash and Dot robots are a fantastic resource to introduce students to the fundamentals of coding. These interactive robots have the ability to manoeuvre around the floor in all directions, sense objects, flash LED lights and record and playback audio. This functionality allows Dash and Dot to avoid obstacles, sing, dance and respond to voice commands.

Connecting via bluetooth to a mobile device, there are a variety of apps that integrate with Dash and Dot. Each of these apps not only develops students’ programming skills but also key 21st century skills such as creativity, problem solving and critical thinking.

Wonder Workshop, the creators of Dash and Dot, have developed their own range of apps that support and guide students’ learning.

Go App

Preview of the Go application main screen

The Go app allows students to manually control Dash and Dot, similarly to a remote control. This is a great introduction to the robot which allows students to become familiar with its manoeuvrability. Within the Go app, students can control the speed and light display and change the direction that Dash is facing. Sounds can be added, and up to ten voice recordings can be stored for playback.

Wonder App

Preview of the Wonder application main screen

The Wonder app provides students with a range of challenges that develop their ability to program Dash and Dot. Students can travel through a variety of levelled quests, including the African Grasslands, Arctic Wilderness and Outer Space. Once students complete these challenges, they can begin creating their own worlds.

Blockly App

Preview of the Blockley application coding screen

The Blockly app provides students with challenges to develop their understanding of block coding. They are introduced to conditional statements, loops and sensors. Students can program Dash and Dot to manoeuvre by responding to button inputs and voice commands.

Path App

Preview of the Path application main screen

The Path app, as it suggests, allows students to program Dash to follow a set path. Students can complete a range of set challenges and then create their own.


Six Ways to Implement Dash and Dot in the Classroom

    • Location and coordinates
    • Measurement
    • Number facts game
    • Storytelling
    • Sounds/ letter recognition
    • Excursion reflection

 

Location and Coordinates

Location and coordinates grid with letters and coloured dots on floor

Dash can be used in Mathematics to support students’ learning about location and coordinates.

 

Dash coordinates floor activity with letters and numbers of card

    • Teachers create a coordinate grid on the floor using masking tape or chalk.
    • Students program Dash to move to specific locations on the grid.
    • Students can program Dash to speak the coordinate when it arrives there.

 

Measurement

Dash measurement activity with route drawn on paper and path directed by iPas

Students need to provide Dash with specific distances to move forwards, backwards, left, or right to manoeuvre him around the floor.

    • Students draw a maze on butchers paper.
    • Alternatively, students can use on-hand materials in the classroom such as blocks, straws, string, books etc to create a maze.
    • Students program Dash by calculating the distance and angle of each of Dash’s movements to avoid obstacles and successfully complete the maze.

 

Number Facts Game

Dash number facts activity on square grid on floor

    • Students create a grid on the floor with numbers in each square that represent the answers to number facts.
    • Using Dash and Dot, students program Dot to say different number facts.
    • When Dot says a number fact, students program Dash to move to the correct answer on the grid.

Alternative number facts game:

    • Have two students or groups working on the grid at the same time.
    • Groups take it in turns rolling two ten-sided dice. (You can always add or remove dice depending on student abilities.)
    • Students add the numbers together then program Dash to move to the correct answer.
    • Once they get to the correct number they place a kinder square over it to claim it.
    • The group with the most coloured squares wins. If the answer is already covered, the group misses their turn.

 

Storytelling:

Dash story telling activity with girl on iPad

    • Students recreate stories they have read by programming Dash to move through the story.
    • At each major point in the story, students can record their own voice to give important information.
    • Example: The Three Little Pigs. Dash plays the character of the Wolf. Students create the scene and program Dash to move around making huffing and puffing noises before he blows the house down. Dot can be used as one of the Three Little Pigs stuck in a house, who can also retell parts of the story.

 

Sound and Letter Recognition:

Dash sound and letter recognition activity on floor

    • Students or teachers write letters or sounds on kinder squares.
    • Students then scatter the kinder squares around the floor.
    • The teacher says a letter or sound.
    • Students program Dash to move to the letter or sound that they hear.

Extension activity:

    • The teacher says a word, for example, ‘mat’.
    • Students program Dash to manoeuvre to all three letters.


Excursion Reflection

Dash excursion activity facing front

    • Example: As part of a unit of inquiry, Year 1 students explored their local shopping strip.
    • On returning to school, the students recreated the shopping strip out of cardboard boxes.
    • The students program Dash using directional movement to measure distances to manoeuvre around the shopping strip.
  •   Dash story telling activity with girl on iPad for the classroom

Featured Product: Dash & Dot Educational Robots Pack

 

How are you using Dash & Dot in Your classroom? We would love to hear from you!

About the Author

Eleni Kyritsis is an award winning teacher from Melbourne. She is the Leader of Curriculum and Innovation at Strathcona Baptist Girls Grammar. Eleni facilitates professional learning workshops around the world that focus on unleashing creativity and curiosity in classrooms. You can contact her at elenikyritis.com and @misskyritsis

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