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John Evans

Is Coding the New Literacy? | Mother Jones - 2 views

  • What if learning to code weren't actually the most important thing? It turns out that rather than increasing the number of kids who can crank out thousands of lines of JavaScript, we first need to boost the number who understand what code can do. As the cities that have hosted Code for America teams will tell you, the greatest contribution the young programmers bring isn't the software they write. It's the way they think. It's a principle called "computational thinking," and knowing all of the Java syntax in the world won't help if you can't think of good ways to apply it.
  • Researchers have been experimenting with new ways of teaching computer science, with intriguing results. For one thing, they've seen that leading with computational thinking instead of code itself, and helping students imagine how being computer savvy could help them in any career, boosts the number of girls and kids of color taking—and sticking with—computer science. Upending our notions of what it means to interface with computers could help democratize the biggest engine of wealth since the Industrial Revolution.
  • Much like cooking, computational thinking begins with a feat of imagination, the ability to envision how digitized information—ticket sales, customer addresses, the temperature in your fridge, the sequence of events to start a car engine, anything that can be sorted, counted, or tracked—could be combined and changed into something new by applying various computational techniques. From there, it's all about "decomposing" big tasks into a logical series of smaller steps, just like a recipe.
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  • Because as programmers will tell you, the building part is often not the hardest part: It's figuring out what to build. "Unless you can think about the ways computers can solve problems, you can't even know how to ask the questions that need to be answered," says Annette Vee, a University of Pittsburgh professor who studies the spread of computer science literacy.
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    "Unfortunately, the way computer science is currently taught in high school tends to throw students into the programming deep end, reinforcing the notion that code is just for coders, not artists or doctors or librarians. But there is good news: Researchers have been experimenting with new ways of teaching computer science, with intriguing results. For one thing, they've seen that leading with computational thinking instead of code itself, and helping students imagine how being computer savvy could help them in any career, boosts the number of girls and kids of color taking-and sticking with-computer science. Upending our notions of what it means to interface with computers could help democratize the biggest engine of wealth since the Industrial Revolution."
John Evans

iPaddling through Fourth Grade-Encourage...Engage...Enlighten...Empower: Coding in the ... - 0 views

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    "Over the course of the weeks not only did my students learn how to code, but they learned so many important life-skills.  Students participated in "Plugged" and Unplugged" activities.  Months ago, I took a code.org class which was a turning point in my "World of Code". With some guidance and little help, my students began their journey into coding and programming. What did my students learn? Persistence Collaboration Problem Solving Logical Reasoning Critical Thinking Cause and Effect Being Inquisitive Communication Skills Having Fun "
John Evans

Unplugging the Hour of Code - 3 views

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    "Teaching kids to code is arguably as important to today's youth as numeracy and literacy. In many ways code is numeracy and literacy. More so, it is also a way of looking at problems, breaking them down, thinking about solutions and being creative. From an industry standpoint, there will be more jobs than coders in the next few years and I expect to see a Chief Robotics Officer position any day now. By now many have heard of the Hour of Code movement. It has become an annual event during Computer Science Education Week in an effort to introduce a new skill set to people of all ages. But what exactly is coding?"
John Evans

Robots to Teach Coding Part 2 (Yrs 3 & Yrs 4) - TinkeringChild - 0 views

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    "Coding or programming is the language used to talk to computers. It really is the 21st Century language being introduced into our schools' curriculum through the Digital Technologies curriculum. In the junior school coding can be so much fun as robots can be used to program and carry out instructions. This can be so rewarding for young students to engage with code and seeing the impact their code has. In this post (2 of 3), I thought I'd share some of my favourite robots which are available to suit students in Years 3 & 4."
John Evans

Get Started with Coding in the Classroom | Common Sense Education - 3 views

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    "Learning to code in school is more popular than ever, and it's never been easier for teachers to get started. What's more, coding can teach students skills that apply across the curriculum, beyond computer science. So, what's the best way to get kids coding in the classroom? Here you'll find practical tips on how to set up learn-to-code lessons that empower students to become producers, not just consumers, of digital media."
John Evans

What's the Difference Between Coding and Computational Thinking? | EdSurge News - 1 views

  • Let’s get into a simple, but longer definition. When given any problem, can we formulate it so that it can solved using the power of computers? A computational thinker is one who collects data and analyzes it to understand the problem. That person then decomposes (breaks it down) into simpler problems. Instead of solving only that problem, you look for patterns, remove details and abstract so you can solve all problems of that type. You define the steps to solve the problem (the algorithm) and if possible, build a model to simulate, test and debug the solution.
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    "In my last EdSurge article, "Computer Science Goes Beyond Coding," I wrote about the difference between coding and computer science, to help us understand what we mean by phrases like "Teach kids to code" and "Computer science for all." In that article and in many other articles, there is another term that appears often: "Computational thinking." Well, what is Computational Thinking (CT), and how does it differ from Coding and Computer Science-especially when it comes to classroom practice and instruction?"
John Evans

A Guide to Coding and Computational Thinking Across the Curriculum | K-6 Educational Re... - 2 views

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    "Computational thinking is the thought processes involved in formulating a problem and expressing its solution(s) in such a way that a computer - human or machine - can effectively carry out. Informally, computational thinking describes the mental activity in formulating a problem to admit a computational solution.  The solution can be carried out by a human or machine. This latter point is important.  First, humans compute.  Second, people can learn computational thinking without a machine.  Also, computational thinking is not just about problem solving, but also about problem formulation.1 The Digital Careers organisation says that students need experience and skills in computational thinking and computer programming (coding) to be successful in their future careers.2 The NSW syllabuses provide a range of opportunities to develop students' understanding of computational thinking and coding. This guide draws out the areas where computational thinking can be applied within the existing NSW K-8 syllabuses. Like the syllabuses, it is organised into stages of learning and subdivided into learning areas, with suggested activities and links to online resources. Not all resources and activities listed in this guide refer to coding explicitly, but they do aim to develop algorithmic and computational thinking skills to better enable students and teachers to reach a coding goal."
John Evans

How A 6-Year-Old Learned Coding Skills With These Adorable Robot Toys | Co.Exist | idea... - 0 views

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    "The learn-to-code movement is aiming younger. MIT and partners, for example, recently released a free iPad app with its visual programming language ScratchJr., so kindergartners could use it to code stories and games even before knowing how to read. Vikas Gupta, a former Google executive who founded the startup Wonder Workshop (formerly called Play-i), has taken a slightly different path. "We learned that in order to make programming of interest to young children, it has to be a tangible product. It can't be just software," he told Co.Exist last year. Enter Dot and Dash-Wonder Workshop's two new robots that teach coding skills to children as young as five that are now being field tested in a few dozen elementary school classrooms nationally. And they are definitely tangible: Dash hears and responds to sounds, navigates around a room and avoid obstacles, and comes to life with sound and lights. He can even play the xylophone. Dot, on the other hand, doesn't have wheels and is meant to interact with Dash via Bluetooth and act as a controller. Both have their own customizable "personalities." On the back end, through four apps that control both robots, they are secretly teaching coding skills such as "event-based programming, sequencing, conditionals, and loops.""
John Evans

Coding in the Classroom with Swift Playgrounds | Jonathan Wylie: Instructional Technolo... - 1 views

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    "The recent release of iOS 10 unlocked a creative coding opportunity for iPad classrooms called Swift Playgrounds. It's an iPad app that lets you solve interactive puzzles that are designed to help you learn the basics of how to code in a programming language called Swift. It is aimed at students aged 12 and over and is part of Apple's Everyone Can Code initiative. So, if you are looking for new ways to start coding with students, this could be a great new platform for you to explore. Here's what you need to know."
John Evans

Hour of Code 2017: Unlock an Exciting New World by Taking a 'Hero's Journey' | 3BL Media - 2 views

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    "In a few weeks, people around the world will celebrate Computer Science Education Week. Millions of kids and others will participate in an Hour of Code, a global call to action to spend an hour learning the basics of coding. Today, it's my privilege to announce that Microsoft has released a new Minecraft tutorial for Hour of Code, called Hero's Journey, that will be used in classrooms, at after-school programs, community centers and homes everywhere. The tutorial uses game elements loved by so many young people, and introduces a fun character called the Agent, to present computer science concepts in a fun and creative way. Learn more in a post today by Deirdre Quarnstrom, Minecraft Education general manager, and start planning your Hour of Code."
John Evans

Playful Learning in the Early Years: The Gingerbread Man Coding Reteel - 1 views

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    "This week we've been reading a favourite winter time story! The children love the adventures the Gingerbread Man has as he runs away from the different characters in the story. They are always so sad at the end when he is eaten by the fox!     Today I challenged them to retell the story and help the Gingerbread Man outsmart the bakers, cow, goat, cat and fox by using a coding game. This activity helped the children to strengthen their retell as they recalled the story and sequenced the events of the story, and encouraged them to practise their coding skills, specifically oral language related to directionality and number.   We used a small stuffed Gingerbread Man, photos of the different characters from the text, our coding board (sensory table lid with tape), and directional coding cards. "
John Evans

Primary Coding Adventures - Jake Lee...First Grade Teacher...Dad...Lover of Life and Te... - 0 views

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    "Kids can code! Teachers who have introduced coding into primary classrooms have seen this proclamation in action. This course will outline ways to take primary coders past the point of "learning to code" to the amazing realization that they can "code to learn". "
John Evans

Hour of Code to feature 'Frozen' characters - The Washington Post - 2 views

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    "Code.org, the non-profit group that offers a free tutorial in computer programming to students as early as kindergarten, is preparing to unveil its second annual "Hour of Code" lesson, but with an assist from Disney designed to attract more girls to participate. Disney Interactive teamed with Code.org to create a free lesson that teaches students to write computer code that enables Anna and Elsa, the two female characters from Disney's wildly popular "Frozen" movie, to draw snowflakes, snowmen and fractiles."
John Evans

K12 students code beyond computers | District Administration Magazine - 0 views

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    "How do you ensure students who excel at math remain engaged? Heidi Williams intended to solve that challenge by starting an after-school coding club while she was a gifted-and-talented teacher at Bayside Middle School near Milwaukee. Instead of using pen and paper, her students created an interactive children's book on Scratch, the MIT Media Lab coding suite that lets users create games, stories and simulations. And the more of this kind of coding activity they did, the better their math test scores got. Now a computer science curriculum specialist at Marquette University in Milwaukee, Williams researches this correlation. One possibility is that the computational thinking skills developed while coding help students break down complicated problems-on and off computers, she says."
John Evans

Make Minecraft a Priority During This Week's Hour of Code - STEM JOBS - 0 views

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    "This year's Computer Science Education Week is upon us and, as many teachers know, it brings the opportunity to show students that they, too, can code. Through fostering a global movement during this week, using the Hour of Code and an enormous social-media campaign, technology giants including Microsoft are offering educational tools, such as Minecraft: Education Edition, to develop student interest in coding. This year, Microsoft has updated its Minecraft: Education Edition tutorial, providing greater opportunities to students for learning to code and more educational tools to educators when introducing this subject."
John Evans

Transmedia and Education: How Transmedia Is Changing the Way We Learn - The Digital Shift - 0 views

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    "For one language arts class project, a middle school teacher in Shelburne, Virginia, Chad Sansing, asks his sixth graders to read Peter Cherches's 1986 poem "Lift Your Right Arm," and then translate it into computer code. The poem occurs in action sequences-for example, "Lift your right arm, she said./I lifted my right arm." Sansing and his class conceive a list of actions, sketch ideas of how to code them, using icons or letters, and then code the poem. In doing so, the students become producers of both a new language and way of seeing poetry. Sansing's students have also translated the poem's code into Scratch, to create animation, and into LEGO Mindstorms EV3, a robot-programming language. This innovative way of engaging students with poetry is just one example of how educators are increasingly integrating transmedia techniques in their teaching and assessments. What is the point of this activity? "To help kids see connections between grammar and code," says Sansing who shares his lessons on his "Classroots" blog."
John Evans

Coding in the math classroom - 1 views

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    "Why teach coding? Simply put, coding can change and impact people's lives. The effect technology - as a result of computer code - has on this world is incredible. What used to be thought of as impossible is now made possible. What's more amazing is that our technological accomplishments always open up new realms of possibilities. Cellphones, for instance, didn't stop at phone calls - they led to streaming music and eBooks and brain teasing games and the ability to map the night sky. This suggests that learning technology and its underlying language - coding - is extremely powerful."
Clint Hamada

The Code of Best Practices in Fair Use for Media Literacy Education -- Publications --... - 8 views

  • Fair use is the right to use copyrighted material without permission or payment under some circumstances—especially when the cultural or social benefits of the use are predominant.
  • This guide identifies five principles that represent the media literacy education community’s current consensus about acceptable practices for the fair use of copyrighted materials
  • This code of best practices does not tell you the limits of fair use rights.
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  • Media literacy is the capacity to access, analyze, evaluate, and communicate messages in a wide variety of forms. This expanded conceptualization of literacy responds to the demands of cultural participation in the twenty-first century.
  • Media literacy education helps people of all ages to be critical thinkers, effective communicators, and active citizens.
  • Rather than transforming the media material in question, they use that content for essentially the same purposes for which it originally was intended—to instruct or to entertain.
  • four types of considerations mentioned in the law: the nature of the use, the nature of the work used, the extent of the use, and its economic effect (the so-called "four factors").
  • this guide addresses another set of issues: the transformative uses of copyright materials in media literacy education that can flourish only with a robust understanding of fair use
  • Lack of clarity reduces learning and limits the ability to use digital tools. Some educators close their classroom doors and hide what they fear is infringement; others hyper-comply with imagined rules that are far stricter than the law requires, limiting the effectiveness of their teaching and their students’ learning.
  • However, there have been no important court decisions—in fact, very few decisions of any kind—that actually interpret and apply the doctrine in an educational context.
  • But copying, quoting, and generally re-using existing cultural material can be, under some circumstances, a critically important part of generating new culture. In fact, the cultural value of copying is so well established that it is written into the social bargain at the heart of copyright law. The bargain is this: we as a society give limited property rights to creators to encourage them to produce culture; at the same time, we give other creators the chance to use that same copyrighted material, without permission or payment, in some circumstances. Without the second half of the bargain, we could all lose important new cultural work.
  • specific exemptions for teachers in Sections 110(1) and (2) of the Copyright Act (for "face-to-face" in the classroom and equivalent distance practices in distance education
  • In reviewing the history of fair use litigation, we find that judges return again and again to two key questions: • Did the unlicensed use "transform" the material taken from the copyrighted work by using it for a different purpose than that of the original, or did it just repeat the work for the same intent and value as the original? • Was the material taken appropriate in kind and amount, considering the nature of the copyrighted work and of the use?
  • Fair use is in wide and vigorous use today in many professional communities. For example, historians regularly quote both other historians’ writings and textual sources; filmmakers and visual artists use, reinterpret, and critique copyright material; while scholars illustrate cultural commentary with textual, visual, and musical examples.
  • Fair use is healthy and vigorous in daily broadcast television news, where references to popular films, classic TV programs, archival images, and popular songs are constant and routinely unlicensed.
  • many publications for educators reproduce the guidelines uncritically, presenting them as standards that must be adhered to in order to act lawfully.
  • Experts (often non-lawyers) give conference workshops for K–12 teachers, technology coordinators, and library or media specialists where these guidelines and similar sets of purported rules are presented with rigid, official-looking tables and charts.
  • this is an area in which educators themselves should be leaders rather than followers. Often, they can assert their own rights under fair use to make these decisions on their own, without approval.
  • ducators should share their knowledge of fair use rights with library and media specialists, technology specialists, and other school leaders to assure that their fair use rights are put into institutional practice.
  • Through its five principles, this code of best practices identifies five sets of current practices in the use of copyrighted materials in media literacy education to which the doctrine of fair use clearly applies.
  • When students or educators use copyrighted materials in their own creative work outside of an educational context, they can rely on fair use guidelines created by other creator groups, including documentary filmmakers and online video producers.
  • In all cases, a digital copy is the same as a hard copy in terms of fair use
  • When a user’s copy was obtained illegally or in bad faith, that fact may affect fair use analysis.
  • Otherwise, of course, where a use is fair, it is irrelevant whether the source of the content in question was a recorded over-the-air broadcast, a teacher’s personal copy of a newspaper or a DVD, or a rented or borrowed piece of media.
  • The principles are all subject to a "rule of proportionality." Educators’ and students’ fair use rights extend to the portions of copyrighted works that they need to accomplish their educational goals
  • Educators use television news, advertising, movies, still images, newspaper and magazine articles, Web sites, video games, and other copyrighted material to build critical-thinking and communication skills.
  • nder fair use, educators using the concepts and techniques of media literacy can choose illustrative material from the full range of copyrighted sources and make them available to learners, in class, in workshops, in informal mentoring and teaching settings, and on school-related Web sites.
  • Whenever possible, educators should provide proper attribution and model citation practices that are appropriate to the form and context of use.
  • Where illustrative material is made available in digital formats, educators should provide reasonable protection against third-party access and downloads.
  • Teachers use copyrighted materials in the creation of lesson plans, materials, tool kits, and curricula in order to apply the principles of media literacy education and use digital technologies effectively in an educational context
  • Wherever possible, educators should provide attribution for quoted material, and of course they should use only what is necessary for the educational goal or purpose.
  • Educators using concepts and techniques of media literacy should be able to share effective examples of teaching about media and meaning with one another, including lessons and resource materials.
  • fair use applies to commercial materials as well as those produced outside the marketplace model.
  • curriculum developers should be especially careful to choose illustrations from copyrighted media that are necessary to meet the educational objectives of the lesson, using only what furthers the educational goal or purpose for which it is being made.
  • Curriculum developers should not rely on fair use when using copyrighted third-party images or texts to promote their materials
  • Students strengthen media literacy skills by creating messages and using such symbolic forms as language, images, sound, music, and digital media to express and share meaning. In learning to use video editing software and in creating remix videos, students learn how juxtaposition reshapes meaning. Students include excerpts from copyrighted material in their own creative work for many purposes, including for comment and criticism, for illustration, to stimulate public discussion, or in incidental or accidental ways
  • educators using concepts and techniques of media literacy should be free to enable learners to incorporate, modify, and re-present existing media objects in their own classroom work
  • Media production can foster and deepen awareness of the constructed nature of all media, one of the key concepts of media literacy. The basis for fair use here is embedded in good pedagogy.
  • Students’ use of copyrighted material should not be a substitute for creative effort
  • how their use of a copyrighted work repurposes or transforms the original
  • cannot rely on fair use when their goal is simply to establish a mood or convey an emotional tone, or when they employ popular songs simply to exploit their appeal and popularity.
  • Students should be encouraged to make their own careful assessments of fair use and should be reminded that attribution, in itself, does not convert an infringing use into a fair one.
  • Students who are expected to behave responsibly as media creators and who are encouraged to reach other people outside the classroom with their work learn most deeply.
  • . In some cases, widespread distribution of students’ work (via the Internet, for example) is appropriate. If student work that incorporates, modifies, and re-presents existing media content meets the transformativeness standard, it can be distributed to wide audiences under the doctrine of fair use.
  • educators should take the opportunity to model the real-world permissions process, with explicit emphasis not only on how that process works, but also on how it affects media making.
  • educators should explore with students the distinction between material that should be licensed, material that is in the public domain or otherwise openly available, and copyrighted material that is subject to fair use.
  • ethical obligation to provide proper attribution also should be examined
  • Most "copyright education" that educators and learners have encountered has been shaped by the concerns of commercial copyright holders, whose understandable concern about large-scale copyright piracy has caused them to equate any unlicensed use of copyrighted material with stealing
  • This code of best practices, by contrast, is shaped by educators for educators and the learners they serve, with the help of legal advisors. As an important first step in reclaiming their fair use rights, educators should employ this document to inform their own practices in the classroom and beyond.
  • Many school policies are based on so-called negotiated fair use guidelines, as discussed above. In their implementation of those guidelines, systems tend to confuse a limited "safe harbor" zone of absolute security with the entire range of possibility that fair use makes available.
  • Using an appropriate excerpt from copyrighted material to illustrate a key idea in the course of teaching is likely to be a fair use, for example.
  • Indeed, the Copyright Act itself makes it clear that educational uses will often be considered fair because they add important pedagogical value to referenced media objects
  • So if work is going to be shared widely, it is good to be able to rely on transformativeness.
  • We don’t know of any lawsuit actually brought by an American media company against an educator over the use of media in the educational process.
John Evans

What I Learned in #HourofCode | Tech Learning - 2 views

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    "A week ago, I didn't think I knew anything about code. I could handle HTML and tinker with javascript, but my technology interests have always been in classroom implementation. So for me, #HourofCode is a new experience, and one that I had sort of turned a blind eye towards before. I knew the big idea--introduce students to coding and computer science in a fun and accessible way, but hasn't been a part of it before. While I recognize that coding could be meaningful in my English classroom, it was never a priority for me, and I simply didn't think I had the time.  One of my goals this year is to try new things and step out of my technological comfort zone. I want to learn more about STEM, coding, maker spaces, and everything else in our ever-growing field of edtech, both for me and for my students. So this year, when two of my colleagues in the math department offered to help facilitate lessons, I jumped right in. And it was great. "
John Evans

Why Pre K Computer Programming Should Be More Hands and Less Screen | EdSurge News - 0 views

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    "It's sounds like a paradox. How can you teach computer programming without a screen? Computer programming is a term synonymous with coding, after all. Text, letters, syntax, arranged in meaningful sequences that give machines instructions. We code with our keyboards and we see code on our screens. But there is a clear distinction between coding and computer programming, and an even greater distinction between coding and computational thinking, the logical foundations of computer programming. It is basics of computational thinking that children in Pre-K should learn first, in fact, and they can be taught these skills through hands on play, with no screen time at all."
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