Header by Jerome-K-Moore on DeviantArt
This workshop was a continuation of the previous one, but with tangible tools. Now, instead of using 2D graphical programming environments, we explored how electronic and robotic devices can be used together with coding platforms.
This was a very hands-on workshop from start to end. It had two main thematics:
1) Electronics
2) Robotics
Below the different tools that I explored and mini projects that I created during this workshop are presented.
We were split in two teams where half of us would explore the Makey-Makey tool, and the other half the micro:bit. The selection was random but I'm happy I got to explore Makey-Makey because I hadn't seen it before.
Initially, we all experimented with the tool, figuring out how to create a circuit with the crocodile cables and how the grounding works.
Afterwards, we were given playdough to create a surface that we could use as a controller. At that point I was using ready-made projects from Google or the Makey Makey website to test how the handles were working and how well I could interact with the game.
Lastly, we were given some time to find an idea and create a mini program with Makey Makey. I knew I wanted to create something related to art so I asked for the assistance of Claude, which provided some good ideas. You can read the full conversation with Claude here. I liked the idea of creating a Leaves and Stones controller so I went outside of the university, picked up some mini leaves and stones from the ground and started creating the circuit.
I thought about combining the controller with the idea of art by using the Pen tool in Scratch and making the character draw at the same time when an event happens.
Specifically:
When the green leave was touched, the cat was drawing geometrical leaves (rhombus shapes) in green color.
When the orange leave was touched, the cat the cat was drawing geometrical leaves (rhombus shapes) in orange color.
When the stone was touched, a stone stamp appeared on the screen.
I really enjoyed making that mini project and combining art with nature!
For the second part of the workshop,we formed groups. We had three options in terms of robotics tools, the Sphero Mini, Sphero Indi and Sphero RVR+.
In terms of supplies, there were also activity maps in the classroom of various types, such as space maps, obstacle maps, and also cards that came together with the Sphero packages.
Difficulty Level: Easy
Difficulty Level: Moderate
Difficulty Level: Advanced
Me and my teammate Sophie created a space exploration game using the Sphero RVR+ for lower secondary children to practice their programming skills and to give them an introduction to the different planets and terrains across the Solar System.
Our project's outline is presented below.
Grade level: Lower Secondary School
Thematic area: Robotics & Coding
Tools: Sphero RVR,
Topic: Interdisciplinary: Space Exploration and computational problem-solving
Pedagogical Approach: Parson's Problem
This time, your reflection task is to thoroughly research the websites of Makey Makey, Micro:bit and Sphero and find descriptions of how their technologies support learning. Also look for possible descriptions of computaitonal thinking
Consider the concept and theories of learning on which their products are based:
How is computational thinking taken into account?
Makey Makey is a tool that promotes maker education for students. This product is based on constructivist and constructionist learning theories.
After exploring the website, I found the Educator Guide for Administrators which has a whole subsection titled "Why use Makey Makey in the classroom?". This section describes how Makey Makey supports learning by addressing current educational trends such as problem-solving and project-based learning, by integrating 21st century skills and by integrating STEM Education in the learning process.
The Educator Guide for Administrations only can be accessed by clicking on this link.
Regarding computational thinking, I didn't find any explicit descriptions but it is a concept that is taken into account because in page 10, where the Standards that Makey Makey is aligned with are described, "Systems Thinking" is defined in the subsection of "21ST CENTURY LEARNING AND INNOVATION SKILLS". Students who engage in activities with Makey Makey will develop systems thinking (ex. Analyze how parts of a whole interact with each other to produce overall outcomes in complex systems).
Micro:bit is a tool aligned, again, with constructivist and constructionist learning theories. There is an extensive description about how micro:bit has created an impact on classrooms all across the world, by presenting these case studies that can be accessed by clicking on this link.
Also, in the "research" section, it is showcased how "Academic research and evaluation papers from education programmes around the world that are investing in the development of digital skills, creativity and computational thinking using the BBC micro:bit". There is a collection of research articles from five countries including Finland, where the corresponding research paper is titled "Making with Micro:bit: Teachers and Students Learning 21st Century Competences through the Innovation Process". These are all examples of the skills and competencies of students that can be targeted and developed using the micro:bit product.
This is another example from United Kingdom that validates how micro:bit supports students' learning.
Regarding computational thinking, in the "Resources" page for teachers there are lessons that explicitly target computational thinking as a subject, and you can even pick with CT skill you are looking to develop, e.g Abstraction, Decomposition.
By clicking on a lesson, you can get access to details on this unit of work, on specific learning outcomes surrounding CT and how are those linked to international curriculums.
In Sphero's standards alignment page, I found how various international and state standards are integrated in Sphero's products. The standards are analyzed separately for each product. However, what is common for all products are the Computer Science and Technology Standards (CSTS). These have direct links to computational thinking, as is presented below.
The standard alignment pages can be accessed by clicking on this link.
In the Educator Guide for Sphero indi, computational thinking is defined as the thought process involved in finding solutions for complex problems.
Computational thinking skills are then analyzed as is shown in the picture on the left.
The Educator Guide for Sphero indi can be accessed by clicking on this link.
In the Educator Guide for Sphero BOLT, computational thinking is defined as a systematic set of processes for addressing complex problems.
Compared to Sphero indi, here alongside with the analysis of the computational thinking skills, specific examples of how BOLT can be utilized to develop those thinking skills are also provided.
We can see from those examples that computational thinking has not only been taken into account but is a central concept that can be horizontally applied in all activities using BOLT.
With the Venn diagram showing how computational thinking and computer science are correlated, it is mentioned inside the guide that "The CT skills that your students develop while working through programming problems with BOLT will benefit them in their future programming endeavors as well as other aspects of their lives." which showcases how this Sphero product supports students' learning.
The Educator Guide for Sphero BOLT can be accessed by clicking on this link.
NOTE:
For Sphero RVR+ the link to the Educator Guide is broken, therefore it was not possible to extract the relevant content.