● Design and computational thinking projects
- Identification and application of the phases of computational thinking in simple challenges: breaking down a challenge into simpler parts, pattern recognition and creating sequences to solve the problem or create a product.
- Identification and application of the phases of the design project: empathize, define, ideate, prototype and evaluate to respond to a specific need. Decree 175/2022, of September 27, on the regulation of basic education teachings 20/25.
- Use of appropriate materials, tools and resources for the completion of the project.
- Selection and use of appropriate analog and digital materials, objects, tools and resources (digital programming platforms for blogs, educational robotics, sensors...) in the completion of the project.
- Application of cooperative techniques for teamwork and strategies for conflict management and promotion of empathetic and inclusive behaviors, also in digital environments.
Understanding the relationship between cause and effect: identifying how movements applied to the stuffed animal generate a visual response (pictograms).
Recognizing the pictograms representing emotions: associating a smiling face with calm and a sad face with waste.
Develop emotional self-regulation skills by controlling the movement of the stuffed animal.
Identify and manage emotions through an adaptive response to calm and stressful situations.
Promote awareness of how one's own actions can influence the environment and personal well-being.
Improve fine and gross motor coordination to apply gentle or controlled movements to the stuffed animal.
Reduce sudden movements by consciously practicing more controlled and calm gestures.
Express verbally or through augmentative systems (pictograms) what the faces of the micro:bit represent.
Establish simple communication about one's own emotions based on the feedback from the stuffed animal.
Objective:
Familiarize the child with the stuffed animal and the micro:bit, encouraging a positive first contact with the technological object.
Duration: 20-30 minutes
Materials:
Stuffed animal with integrated micro:bit
Simple visual pictograms of "friend" and "smiling face"
Development:
Introduction: We present the stuffed animal as a "special friend" who wants to play and communicate with the children through luminous faces.
Free exploration: Let the child freely manipulate the stuffed animal. We allow him to observe the faces that light up when he moves it, without any prior instructions.
Dialogue:
We explain in a simple way how it works:
"If you treat it with love, it smiles. If you treat it too hard, it gets sad."
Closing: We reinforce the idea that the stuffed animal is a friend who shows how he feels. We use visual pictograms to represent this concept.
Assessment:
Observe whether the child shows interest in the stuffed animal and how he or she reacts to the faces that appear on the micro:bit.
Objective:
Identify and differentiate the emotions that the stuffed animal shows through the faces of the micro:bit.
Duration: 30 minutes
Materials:
Stuffed animal with micro:bit
Cards with pictograms of a smiling face and a sad face
Visual pictograms of calm and abrupt actions
Development:
Introduction: Remind the child that the stuffed animal can be happy or sad depending on how we treat it. We show the pictograms of "smiling face" and "sad face."
Practice: Ask the child to try different movements with the stuffed animal:
Gentle movements (hugging it, swinging it)
Abrupt movements (shaking it, throwing it)
Observation: Help the child identify which face appears in each movement. Each pictogram is related to the actions performed.
Reflection:
Ask:
"When the stuffed animal smiles, what have you done?
When it gets sad, what happened?"
Evaluation:
Check if the child knows how to associate each emotion of the stuffed animal with the corresponding movements.
Objective:
To help children understand the cause-effect relationship between movements applied to the stuffed animal and the visual response of the micro:bit (smiling face or sad face).
Duration: 30 minutes
Materials:
Stuffed animal with integrated micro:bit
Visual posters with "smiling face" and "sad face" pictograms for visual reinforcement.
Development:
Introduction: We introduce the stuffed animal to children as a "special friend" who can communicate how he feels through his expressions (smiling or sad face).
Free exploration: We ask children to experiment with the stuffed animal by making different movements (softer or rougher). We observe the children's reactions and the faces that appear on the micro:bit.
Dialogue: We ask:
"What happens when you move the stuffed animal gently?"
"What happens when you move it quickly or strongly?"
Reflection: We use the visual posters to remember the relationship between movements and pictograms. Reinforcement of the idea that gentle movements make the stuffed animal "happy."
Assessment:
Observe the child's understanding of the relationship between the stuffed animal's movements and reactions.
Objective:
To develop children's ability to identify and apply calming movements to the stuffed animal, promoting emotional self-regulation.
Duration: 30-40 minutes
Materials:
Plush animal with micro:bit
Calm and waste pictograms.
Development:
Introduction: We explain that the stuffed animal prefers calm movements to "be happy." We propose to help the stuffed animal calm down if it is "sad."
Example: We show how to make gentle movements (hug the stuffed animal, swing it slowly) and how this makes the smiling face appear.
Practice: We ask children to make calming movements to help the stuffed animal "feel better." If the sad face appears, children must try again until the smiling face appears.
Dialogue: We ask:
"How do you feel when you make gentle movements with the stuffed animal?"
"Do you think you can do the same to calm down when you are nervous?"
Evaluation:
Observation of the movements applied by the child and his ability to modify his behavior to obtain a positive response from the stuffed animal.