This document summarizes a presentation about introducing coding in elementary school classrooms. It discusses why teaching coding is important by reinforcing skills like problem solving. It also aligns with educational standards. The presentation provides resources for starting a coding club, including Google CS First. Sample lessons are described, like having students watch instructional videos and build projects in Scratch. Challenges of teaching coding and solutions are mentioned. A variety of free and paid apps and tools for teaching coding to different ages are listed.
12. About Cavanaugh
STEAM:
◎ Lansing, MI
◎ Pre-K through 3rd
◎ Year 1 of STEAM
implementation
◎ Newly Identified Priority
School
◎ After-School Coding Club
for 2nd and 3rd grade
students
14. Starting a Coding Club
Assess available resources
Decide on a resource
Play around and get familiar
with selected resource
Generate excitement
Establish a schedule
Create expectations
Establish and maintain routines
Allow time for student reflection
Provide opportunities to share
projects
15. Starting a Club
◎ Sign up using Google account at
cs-first.com
◎ Request club materials
◎ Set schedule & begin marketing
◎ Review materials prior to start of
club
◎ Free!
20. Typical Day
◎ Login to CS-First
◎ Choose Club Day
◎ Watch First Video
◎ Open Scratch Starter
Project
◎ Practice Skills Taught in
Video
◎ Share on Scratch
43. Sources Referenced
◎ National Science Foundation
◎ ISTE
◎ Bureau of Labor and Statistics
◎ Bay Area Council Economic
Institute
◎ AP College Board
44. Credits
Special thanks to Code.org for their
awesome graphs!
◎ Minicons by Webalys
◎ Presentation template by
SlidesCarnival
◎ Photographs by Unsplash
Editor's Notes
State Capital, Title I School, Urban District, Current Enrollment: 254
The bulk of our work in teaching students to code occurred during an after school club. I did a small amount of instruction using Scratch Jr in our STEAM Lab, but students had minimal exposure before we began.
Current Clubs:Fashion Design, Art, Video Game Design, Music and Sound, Digital Storytelling, Friends, Social Media
Option for Google to help locate “Gurus” for your club. Teachers as facilitator and host, guru as content expert. We decided to be our own gurus.
Show club plans, passports, troubleshooting guides, marketing materials, headphones, sticky notes. Students set up own accounts - just need club code, no email address required (as with other programs).
Self paced structure, video as “instructor”, Guru = facilitator (allows students to go back and review instructions at their own pace. Each day starts with a goal/objective for the lesson. Can
Structure is same for most days, each day has a different focus. For example, in Game Design you might spend a day looking at how to use randomness to make a video game more exciting or learn about how to use different methods of characterization to make a sprite come to life.
Each club day has a detailed script with the objectives for the day, suggested timelines, and student instructions. Student hint sheet was a helpful resource when students were stuck and needed help.
Example of the starter projects in Scratch. Students use the basic template and then “remix” to make it their own, using the code component they learned about in the video.
Sample student hint sheet.
Last part of each day asks students to evaluate their club experience for that day. Students can also message the club Gurus - good for shy students. The club guru has access to all of student feedback data using the dashboard. Can see which projects they have completed, what their answers were on the reflection questions, etc.
This is a sample student project from the Game Design curriculum. This lesson focused on using different conditionals to talk about a dinosaur character and bring it to life. This student wrote two different codes for the dinosaur. The first one is to have the dinosaur breathe fire and then to dance. The student also added a background to their story.
This is a sample student project from the Digital Storytelling lesson about using dialogue. The students learned how to think of a story as a series of steps that occur in order like a sequence. They used conditionals to make each sprite talk for a set amount of time.
The final project for Game Design was a cave surfing game. The object was to create a scrolling backdrop and use if/then statements to make the sprite fly. Here is a third grader explaining how he made his bat fly.