Coding is a very useful tool for the classroom. It helps students learn to breakdown problems, gives them a creative output, and opens doors for underrepresented children.
While creating my own code within Scratch, I encountered some difficulties. While programs such as this make it easier for everyone to learn code, they can be tricky to grasp initially. Many children may struggle with the intial learning curve of game creation and code, prohibiting them from further utilizing the tools. Most of these programs also use words on the drag and drop commands and ones that don't are mainly available on mobile devices, limiting ability for classroom access.
Coding and game creation can easily be utilized for cross-ciricular use, especially with older elementary and onward. For example, if students have read a book for english, they could create a scene from the book with interactive variables through Scratch.
Through watching video lessons, students can take time to pause and rewatch parts of a lesson when they are confused. There are no distractions from their classmates and classroom as well. It is important to consider that not all students have access to wifi or computers at home, so videos may be most useful at school for many students.
Outside of flipped classroom videos recorded by teachers, other video resources on youtube are excellent tools. Often, these videos are created with fun animations or sceneries which help students to associate images with the topics, deepening understanding. In combination with other resources, videos help to display content to students in multiple different ways. All that said, educators must be careful when selecting videos for class. The videos should not go to deeply into a topic that they exceed lesson objectives. They also need to be age appropriate--using language students are familiar with and visuals they can recognize.
Allowing students to create videos helps them to express their creativity, practice presenting, and gain fluency with online tools. Video creation has endless opportunities for creative exploration: from transitions, to visual effects, to sound. It also allows students to utilize presentation skills without a large audience. The students can rehearse conveying their ideas verbally and clearly. Finally, video creation gives students the opportunity to play with technology, which allows them to become more technologically literate.
Using a flipped classroom model allows for educators to spend more time with students. In a traditional classroom, students must sit uietly and take notes or watch a slideshow presentation. In a flipped classroom, since the lesson is learned at home, teachers can spend time working one-on-one with students, allowing time for projects, and introducing application of materials.
My flipped classroom lesson plan, seen below, engages students more deeply into the work by introducing them to a oral, kinesthetic, and auditory form of the material. The matching activity allows them to test their knowledge with other students before they are assessed on their retention. This allows me as a teacher to monitor how students collaborate and learn from each other, as well as if they utilize the tools I give them, in this case a song.
Some drawbacks of flipped classroom is the inability to help students while they learn the lesson at home. Though this is fine if there are only a few students stuggling or a few points they are stuck on, it can get tricky. There is always a possibility that some students didn't understand any of the lesson, and classtime is still needed to instruct. Some students also may not have the resources to watch the lessons or they just don't watch it. Just as when students do not do normal homework, this is difficult to prevent and should be tackled if becoming a large issue.