The document discusses pedagogical approaches for teaching primary computing. It provides objectives around the primary computing curriculum and computational thinking concepts. It then describes several unplugged activities that can be used to develop computational thinking without computers, such as writing algorithms for making sandwiches or drawing characters. Finally, it discusses strategies for teaching computing, including developing independence, paired programming, debugging, differentiation, and assessment.
Using iPad to develop Computational Thinking in EYFS and KS1JEcomputing
Presentation on how to utilise the iPad to deliver a range of Computing/ICT activities that help develop key Computational Thinking skills in young pupils.
Using iPad to develop Computational Thinking in EYFS and KS1JEcomputing
Presentation on how to utilise the iPad to deliver a range of Computing/ICT activities that help develop key Computational Thinking skills in young pupils.
( Machine Learning & Deep Learning Specialization Training: https://goo.gl/5u2RiS )
This CloudxLab Reinforcement Learning tutorial helps you to understand Reinforcement Learning in detail. Below are the topics covered in this tutorial:
1) What is Reinforcement?
2) Reinforcement Learning an Introduction
3) Reinforcement Learning Example
4) Learning to Optimize Rewards
5) Policy Search - Brute Force Approach, Genetic Algorithms and Optimization Techniques
6) OpenAI Gym
7) The Credit Assignment Problem
8) Inverse Reinforcement Learning
9) Playing Atari with Deep Reinforcement Learning
10) Policy Gradients
11) Markov Decision Processes
P2 lecture3 screencasting_design_justification_billboardorposterBarbara Ann
Borrowed from Karen Thompson, this slidecast shows how to create a screencast that justifies design choices when desigining a PSA for a business writing class.
Keynote 1: Teaching and Learning Computational Thinking at ScaleCITE
Title: Teaching and Learning Computational Thinking at Scale
Speaker:
Prof. Ting-Chuen PONG, Professor, Computer Science & Engineering Department, The Hong Kong University of Science and Technology
Time:
09:45-10:45, 9 June 2018 (Saturday)
Venue:
Rayson Huang Theatre, The University of Hong Kong
Sub-theme:
Computational Thinking
Chair:
Prof. Nancy Law, Deputy Director, CITE, Faculty of Education, The University of Hong Kong
http://citers2018.cite.hku.hk/program-highlights/keynote-pong/
( Machine Learning & Deep Learning Specialization Training: https://goo.gl/5u2RiS )
This CloudxLab Reinforcement Learning tutorial helps you to understand Reinforcement Learning in detail. Below are the topics covered in this tutorial:
1) What is Reinforcement?
2) Reinforcement Learning an Introduction
3) Reinforcement Learning Example
4) Learning to Optimize Rewards
5) Policy Search - Brute Force Approach, Genetic Algorithms and Optimization Techniques
6) OpenAI Gym
7) The Credit Assignment Problem
8) Inverse Reinforcement Learning
9) Playing Atari with Deep Reinforcement Learning
10) Policy Gradients
11) Markov Decision Processes
P2 lecture3 screencasting_design_justification_billboardorposterBarbara Ann
Borrowed from Karen Thompson, this slidecast shows how to create a screencast that justifies design choices when desigining a PSA for a business writing class.
Keynote 1: Teaching and Learning Computational Thinking at ScaleCITE
Title: Teaching and Learning Computational Thinking at Scale
Speaker:
Prof. Ting-Chuen PONG, Professor, Computer Science & Engineering Department, The Hong Kong University of Science and Technology
Time:
09:45-10:45, 9 June 2018 (Saturday)
Venue:
Rayson Huang Theatre, The University of Hong Kong
Sub-theme:
Computational Thinking
Chair:
Prof. Nancy Law, Deputy Director, CITE, Faculty of Education, The University of Hong Kong
http://citers2018.cite.hku.hk/program-highlights/keynote-pong/
Evolutionary Design seems to be one of the black arts of software development. Test Driven Development brought the need of understanding how to evolve the code in order to solve a problem. Evolving the code is not done by magic, we evolve the code, the programmers. And we need specific techniques for that.
This talk will be an interactive one, presenting some of the most useful refactoring techniques for Evolutionary Design.
Programming in Java: Introduction. Last delivered in 2016. All educational material listed or linked to on these pages in relation to King's College London may be provided for reference only, and therefore does not necessarily reflect the current course content.
What exactly is machine learning? Moreover, what is the machine learning? This desk was first presented in 2020 at the Thadomal Shahani College of Engineering
Using Kodu to develop computational thinkingJEcomputing
An introduction to the visual programming software Kodu and how you can use it in Computing lessons to help develop computational thinking with pupils.
Overview of the new Computing curriculum 2014 KS1 - KS4JEcomputing
An overview of the new curriculum for Computing (the subject that has replaced what was called ICT). Useful for primary and secondary heads, SLT, ICT subject leaders and teachers. Includes links to specific objectives from the new PoS and recommended teaching approaches and resources to help deliver the subject effectively across all key stages
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
1. Pedagogical Approaches
Primary Computing
CAS North West Manchester Workshop September 2017
Jamie Edmondson
CAS Master Teacher
@jecomputing
jamie.edmondson@computingatschool.org.uk
3. Programme of Study KS1/2
● Current issues
● Computational Thinking -
concepts and approaches
● Unplugged activities
.
4. Primary Computing
Current Climate
● Lack of teaching
confidence/subject
knowledge
“I’m a teacher, not a
programmer!”
● Lessons taught by specialist
teachers
● Subject still marginalised in many
schools
● Still too much emphasis on copy
the code activities as opposed to
developing conceptual
understanding
6. “I am a teacher, not a coder”
Are you a ...
Mathematician? Linguist?
Theologian? Botanist?
Historian? Physicist?
Q. Why is it acceptable that still so many teachers shy away from teaching
Computing because of self diagnosed ‘technophobia?!!’
7. What you do know
● How pupils learn
● How to sequence progressive lessons
● How to present new information in a variety of
ways
● How to diagnosis misunderstandings
● How to give children opportunities to apply
their understanding
● How to support all learners
What you might not know
● How to code
“I am a teacher, not a coder”
8. Subject Knowledge
Sound subject knowledge is the key
to creative, challenging, engaging
computing lessons.
Develop pupils’ computational
thinking skills and understanding of
computer science concepts.
Barefoot website - the one-stop-shop
for computer science subject
knowledge
@barefootcomp
Teach yourself videos
Activities
Free Workshop
Computer programming: who isteaching our children to code?
13. Unplugged Activities
● Everyone can write an algorithm for a jam sandwich
● Develop understanding away from the computer
● Make the activity fit the concept and the context of the unit
● Refer to it throughout the unit
● Remember, before you can program you need to be able to write algorithms
14.
15. 1. Draw a triangular body
2. Draw 3 eyes
3. Draw 4 legs
4. Draw 1 antenna
5. Draw 2 wings
Crazy Characters
16. Crazy Characters - why is this a better
algorithm now?
1. Draw an inverted (upside down)
triangular body
2. Draw 3 eyes (1 eye on each corner and 1
eye in the middle of the body)
3. Draw 4 legs, 1 either side of the bottom
point of the triangle and 1 either side of
the triangle and halfway up
4. Draw 1 antenna on top of the triangular
body
5. Draw 2 wings, perpendicular to the
centre eye
17. Tinkering (Experimental Play)
● Experiencing device for the first time
or exploring something new in a
known device.
● Give children a focus for their
tinkering.
● Promote failure (F.A.I.L.)
● Record their findings and present to
the class. Who else found this out?
Did anyone find another way to do
this?
❏ Example - using pen asset in scratch
❏ Can you draw lines of different lengths?
❏ Can you change the colour?
❏ Can you change the thickness of the
line?
❏ Can you draw a line of two or more
colours?
❏ Can you draw lines that are (un)joined?
❏ Can you draw a shape?
18. Writing Algorithms - Drawing Lines (linking
‘unplugged’ to ‘plugged’)
TASK: You have 1 minute to draw as
many different lines as you can on a
piece of paper.
19. Writing Algorithms - Drawing Lines (linking ‘unplugged’ to ‘plugged’)
TASK: How many of these can you
recreate using Scratch?
21. Writing Algorithms - Variables Unplugged
∗ 1.Create a variable called
timer
∗ 2.Set timer to 30
∗ 3.Say timer
∗ 4.Wait for 1 sec, then
reduce timer by 1
∗ 5.Repeat from line 3 until
timer reaches 0
∗ 6. Shout “STOP!”
∗ 1.Create a variable called
score
∗ 2.Set score to 0
∗ 3.When the person catches
the ball, increase score by 1
∗ 4. Say score
∗ 5.Repeat from line 3 until
the timer reaches 0
∗ 6. Say “You scored” score
22. From Algorithms to Programs
Show pupils examples of the
programs they will be writing.
Can they match up the algorithm to
the equivalent instruction in the
code?
Task - match up the steps in the
algorithm to the corresponding code
23. Moving from algorithms to programs
∗ 1.Create a variable called timer
∗ 2.Set timer to 30
∗ 3.Say timer
∗ 4.Wait for 1 sec, then reduce
timer by 1
∗ 5.Repeat from line 3 until timer
reaches 0
∗ 6. Shout “STOP!”
24. Moving from algorithms to programs - Applying skills
Task: Can you add at least one variable to this game here
to make a more exciting playing experience
25. Play this game and then on your
sheet, circle all the blocks that
you think have been used
34. Paired Programming
1. Get the Rover bot to move towards an apple when it see’s it
2. Instruct a bot (any) to shoot a missile everytime it sees a ball
3. Get Kodu to say “There’s a star” every time it sees a star
4. Play the sound ‘coin’ every time a bot bumps into a heart
5. Instruct the cycle to eat an object (e.g. apple) and score 1 point each time it
does
1 ‘Driver’, 1 ‘Navigator’ - swap roles for each task
35. Building on pupils prior knowledge...
(e.g. teaching concept of ‘selection’ within Scratch)
36. Role Play
Give children a short program.
Can they follow the instructions to
produce the specific outcome.
Do they follow the instructions in the
sequence given?
Tip: For pupils that are struggling get themselves or
a partner to act out the output for their code to see
where they may have gone wrong
37. Debugging
If we want pupils to successfully debug (fix) their own
programmes, we need to give them the opportunity to practice this
skill.
Model debugging (through shared programming)
Remixing task: Can you improve this project? Add comments to
show what changes you have made
38. Differentiation strategies
Strategy 1: Modify existing
programs
Task: click here and make the 3
changes to the program
Challenge: What further
modifications can you make?
40. Developing Conceptual Understanding -
Planning Units of Work
● Start with a concept
● Base units of work around the concept not around the
final product
● Develop this understanding through a series of activities
● Allow opportunity for independent application
41. Assessment
● Assessing understanding of concepts
● We need to give them the opportunities
to show this.
● AfL What do you want to find out? What
questions will get these answers?
(Project Quantum)
● Record children’s explanation of their
programs
● More on Assessment
Ways of assessing
● Pupil Blogging
● Screencast-O-Matic (Kodu)
● Use comment feature in Scratch
● # in Python to leave comments
● Use video feature in Scratch
● Jotters
● Screenshots and import to ppt or
upload to shared folder (or even
better learning platform such as
GAFE/Edmodo)
42. Computing with Pedagogy at its heart
will...
● ‘…equip pupils to use computational thinking and
creativity to understand and change the world.’
● Motivate and engage learners
● Promote purposeful cross-curricular use of technology
● Developing pupils’ conceptual understanding and
provide opportunities to apply computational thinking
● Pupils could be saying “Look how I made…”
43. Any Questions?
CAS North West Manchester Workshop September 2017
Jamie Edmondson
CAS Master Teacher
@jecomputing
jamie.edmondson@computingatschool.org.uk
http://tinyurl.com/casman-evaluate