The document describes the Flat Scratch Cat Project, which aims to promote global collaboration through coding. Students in different schools create Scratch projects and share them as chapters of a collaborative story about a traveling cat. The project was launched at a Maker Faire and involved schools in Europe passing the cat between them. The document also provides ideas for future global coding projects, such as code-a-thons, collaborative game challenges, and virtual art galleries. Resources for coding education are listed at the end.
Scratch Eguna: From Scratch Day to Scratch every dayPablo Garaizar
Scratch Eguna: From Scratch Day to Scratch every day
Presented at Scratch Conference 2013, 25-27 July, Barcelona.
Over the last years, Scratch community has grown tremendously worldwide. Undoubtedly, the Scratch Day initiative has a key role in the popularization of Scratch. However, a one-day effort is often not enough to create a local community. With this concern in mind, we designed Scratch Eguna, an educational project aimed to bring Scratch into primary schools in an innovative way.
Scratch Eguna is sequenced throughout the school year in various stages. First, spreading the initiative. Second, training school teachers. Third, mentoring the work of student teams at schools. Finally, the Scratch Eguna, a science fair where young programmers of 5th and 6th grades share their Scratch knowledge and provide live demos of their work in a non-competitive environment.
Scratch Eguna places the emphasis on the children. Through a learner-centered approach, enables children to lead their own learning process. Considering Scratch knowledge naivety of school teachers, they adopt the role of facilitators, fostering self-learning processes in their students. This approach has been tested over the last three years with very positive results. Consequently, the Scratch community of the Basque Country is bigger than ever and some of the schools are considering to develop programming skills as a part of their curricula. Moreover, Scratch Eguna has been endorsed by the Institute of Educational Technologies and Teachers Training of Spain with the "Best Practices 2.0" award.
Our aim is to continue improving the Scratch Eguna’s methodology to engage more and more people in this participative learning approach. Therefore, this year we will invite students from the 1st Stage of Secondary School to take part in Scratch Eguna in order to show new ways of using Scratch to younger participants. From our perspective, fostering teamwork, creativity, and interest in research are the most valuable outcomes of Scratch Eguna, and we firmly believe our future society will take advantage from them.
Scratch Eguna: From Scratch Day to Scratch every dayPablo Garaizar
Scratch Eguna: From Scratch Day to Scratch every day
Presented at Scratch Conference 2013, 25-27 July, Barcelona.
Over the last years, Scratch community has grown tremendously worldwide. Undoubtedly, the Scratch Day initiative has a key role in the popularization of Scratch. However, a one-day effort is often not enough to create a local community. With this concern in mind, we designed Scratch Eguna, an educational project aimed to bring Scratch into primary schools in an innovative way.
Scratch Eguna is sequenced throughout the school year in various stages. First, spreading the initiative. Second, training school teachers. Third, mentoring the work of student teams at schools. Finally, the Scratch Eguna, a science fair where young programmers of 5th and 6th grades share their Scratch knowledge and provide live demos of their work in a non-competitive environment.
Scratch Eguna places the emphasis on the children. Through a learner-centered approach, enables children to lead their own learning process. Considering Scratch knowledge naivety of school teachers, they adopt the role of facilitators, fostering self-learning processes in their students. This approach has been tested over the last three years with very positive results. Consequently, the Scratch community of the Basque Country is bigger than ever and some of the schools are considering to develop programming skills as a part of their curricula. Moreover, Scratch Eguna has been endorsed by the Institute of Educational Technologies and Teachers Training of Spain with the "Best Practices 2.0" award.
Our aim is to continue improving the Scratch Eguna’s methodology to engage more and more people in this participative learning approach. Therefore, this year we will invite students from the 1st Stage of Secondary School to take part in Scratch Eguna in order to show new ways of using Scratch to younger participants. From our perspective, fostering teamwork, creativity, and interest in research are the most valuable outcomes of Scratch Eguna, and we firmly believe our future society will take advantage from them.
Gavin Davies of unified.diff and Cardiff Dev Workshop, presented at the Bristol IT MegaMeet 2013
No IT professional is an island. Or at least, we shouldn't be.
Good software companies want people who are brave enough to open source their knowledge. Sharing your knowledge pushes you to really know what you’re talking about!
This talk looks at different ways to engage with the technical community - meetups, open source, online chat, blogging, social coding, code reviews, hack nights and more - and talk about how they can both challenge and encourage us to raise our game technically and professionally.
In this talk I gave to the PHP Cape Town meetup group, I discussed the 3 main benefits I've found from actively contributing to open source communities (specifically WordPress) over the last 3 years.
Atomic design is a methodology for creating design systems and templates.
In presentation, we will look at https://patternlab.io/ & https://fractal.build/ and how they work at real projects.
- Atomic design, principles, and methodology.
- The difference between atomic design and UI kit. Component design approach.
- A short overview of static site generators using atomic design methodology: Fractal, Pattern lab, Storybook.
- Comparing Fractal and Pattern lab at real Drupal projects: advantages and disadvantages for the team.
https://drupalcampkyiv.org/node/31
Libraries have started moving away from being places of consumption and are becoming places of production. Libraries are about discovery; giving people a safe and comfortable place to dream, think, and create is very important because it gives people a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics. There are several ways to incorporate the STEAM educational framework into your libraries and this webinar will touch on the following and more:
* Learn what STEAM is
* Creating and managing a collaborative learning space, oftentimes referred to as a makerspace
* Administering a robotics league
* Organizing learning events
* Partnering with businesses and other organizations
* Assessing the success of your programs
Libraries have started moving away from being places of consumption and are becoming places of production. Libraries are about discovery; giving people a safe and comfortable place to dream, think, and create is very important because it gives people a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics. There are several ways to incorporate the STEAM educational framework into your libraries and this webinar will touch on the following and more:
* Learn what STEAM is
* Creating and managing a collaborative learning space, oftentimes referred to as a makerspace
* Administering a robotics league
* Organizing learning events
* Partnering with businesses and other organizations
* Assessing the success of your programs
Romero & Vallerand (2016) Co-creative activities for the 21st century kids-R02Margarida Romero
The objective of this guide is to promote learning activities based on the co-creative uses of technologies. Activities found within these pages are designed to develop five key competencies for 21st century kids: critical thinking, collaboration, creativity, problem solving and computational thinking.The guide is built around 15 activities that integrate different creative uses of technologies for learning :
2 unplugged activities introducing computational thinking ;
3 creative robotics activities ;
4 activities introducing creative programming (#Scratch);
1 activity for creating a comic ;
3 creative electronic activities (#MakeyMakey) ;
2 activities for tinkering and 3D digital creation.
These activities aim at developing interdisciplinary and transdisciplinary learning objectives including STEAM education (science, technology, engineering, arts and math), languages, social sciences and personal development.
Global collaboration in the classroom: Meet Flat ConnectionsFlat Connections
An overview of global collaboration strategies for classroom learning. Flat Connections teacher development and global projects are reviewed.
These slides were used for an online webinar September 2014. The recording for this webinar is here: http://goo.gl/1kslWX
Gavin Davies of unified.diff and Cardiff Dev Workshop, presented at the Bristol IT MegaMeet 2013
No IT professional is an island. Or at least, we shouldn't be.
Good software companies want people who are brave enough to open source their knowledge. Sharing your knowledge pushes you to really know what you’re talking about!
This talk looks at different ways to engage with the technical community - meetups, open source, online chat, blogging, social coding, code reviews, hack nights and more - and talk about how they can both challenge and encourage us to raise our game technically and professionally.
In this talk I gave to the PHP Cape Town meetup group, I discussed the 3 main benefits I've found from actively contributing to open source communities (specifically WordPress) over the last 3 years.
Atomic design is a methodology for creating design systems and templates.
In presentation, we will look at https://patternlab.io/ & https://fractal.build/ and how they work at real projects.
- Atomic design, principles, and methodology.
- The difference between atomic design and UI kit. Component design approach.
- A short overview of static site generators using atomic design methodology: Fractal, Pattern lab, Storybook.
- Comparing Fractal and Pattern lab at real Drupal projects: advantages and disadvantages for the team.
https://drupalcampkyiv.org/node/31
Libraries have started moving away from being places of consumption and are becoming places of production. Libraries are about discovery; giving people a safe and comfortable place to dream, think, and create is very important because it gives people a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics. There are several ways to incorporate the STEAM educational framework into your libraries and this webinar will touch on the following and more:
* Learn what STEAM is
* Creating and managing a collaborative learning space, oftentimes referred to as a makerspace
* Administering a robotics league
* Organizing learning events
* Partnering with businesses and other organizations
* Assessing the success of your programs
Libraries have started moving away from being places of consumption and are becoming places of production. Libraries are about discovery; giving people a safe and comfortable place to dream, think, and create is very important because it gives people a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics. There are several ways to incorporate the STEAM educational framework into your libraries and this webinar will touch on the following and more:
* Learn what STEAM is
* Creating and managing a collaborative learning space, oftentimes referred to as a makerspace
* Administering a robotics league
* Organizing learning events
* Partnering with businesses and other organizations
* Assessing the success of your programs
Romero & Vallerand (2016) Co-creative activities for the 21st century kids-R02Margarida Romero
The objective of this guide is to promote learning activities based on the co-creative uses of technologies. Activities found within these pages are designed to develop five key competencies for 21st century kids: critical thinking, collaboration, creativity, problem solving and computational thinking.The guide is built around 15 activities that integrate different creative uses of technologies for learning :
2 unplugged activities introducing computational thinking ;
3 creative robotics activities ;
4 activities introducing creative programming (#Scratch);
1 activity for creating a comic ;
3 creative electronic activities (#MakeyMakey) ;
2 activities for tinkering and 3D digital creation.
These activities aim at developing interdisciplinary and transdisciplinary learning objectives including STEAM education (science, technology, engineering, arts and math), languages, social sciences and personal development.
Global collaboration in the classroom: Meet Flat ConnectionsFlat Connections
An overview of global collaboration strategies for classroom learning. Flat Connections teacher development and global projects are reviewed.
These slides were used for an online webinar September 2014. The recording for this webinar is here: http://goo.gl/1kslWX
Libraries are about discovery. Giving people a safe and comfortable place to dream, think, and create is very important because it gives them a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics.
Learn in this webinar how St. Petersburg College’s Innovation Lab managed to incorporate the STEAM education framework via their well-received and grant supported Maker Boot Camp. In the first Maker Boot Camp, children between 10 and 14 years old learned video game design, how to build a synthesizer and control sounds/voltage with littleBits, 3D design/printing, robotics, basic circuitry and electronics, virtual reality, creating holograms, and more. In this webinar:
- Understand what it takes to create and manage a collaborative learning space.
- Explore a variety of technologies and tools to help enhance learning.
- Learn how Maker Boot Camp was organized and how it continues to excite people of all ages.
- Realize the importance of partnering with businesses and other organizations.
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.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Normal Labour/ Stages of Labour/ Mechanism of Labour
Global Education Conference: Connecting with Coding ~ the Flat Scratch Cat Project
1. Flat Scratch Cat Project
Connecting with coding
Jennifer Fenton, Technology for Learning Coordinator
2. Aims
● Why use coding as a platform
for global collaboration?
● What is Scratch?
● Details of the Flat Scratch Cat
project
● Sharing ideas for other coding
collaborations
Image: ‘Binary’ Public Domain on Pixabay
3. Why code?
Hour of Code
“In fifteen years we’ll be teaching
programming just like reading and
writing...and wondering why we didn’t do it
sooner.”
~Mark Zuckerberg
4. Why code?
● It’s the literacy of the 21st
century
● Helps children understand
and ‘tinker’ with the world
they live in
● Become creators rather
than consumers of
technology
● A collaborative tool ~
globally transferable
Image by Mike Lee on flickr, CC-NC-ND-2.0
5. Why code?
“Code powers our digital world. Every website,
smartphone app, computer programme,
calculator and even microwave relies on code
in order to operate. This makes coders the
architects and builders of the digital age.”
~Anthony Cuthbertson in International Business Times,
August 2014
6. Began with the Hour of Code
● Free tutorials:
http://scratch.mit.edu/hel
p/videos/
● Holiday Cards:
http://scratched.gse.harv
ard.edu/hoc/
● Animate Name:
http://scratch.mit.edu/ma
dewithcode-name
www.youtube.com/watch?v=qYZF6oIZtfc
7. Introduction to Scratch
● Accessible for elementary students
● Free!
● Strong community (including other educators
on ScratchEd)
● Online and downloadable version
8. What is Scratch?
● Free, online programming language developed
by MIT
● Create interactive games, stories & animations
● Share creations and ‘remix’ to learn from others
9. Driven by students
● Creation of Coding Club
● Participation in Global Codeathon
● Shared projects at school assemblies
● Students taught peers how to use Scratch
But - felt too internal and insulated. How to
share excitement in a meaningful, more
powerful way?
10. Flat Classroom Project
A Week in the Life - A Flat Classroom Project
http://aweekinthelife12-2.flatclassroomproject.org/
● Formed cross-school/country
student groups for each category
(leisure, school, housing, food…)
● Teacher mentor for each group
● Shared through wiki, Edmodo,
Voicethread (click on example to
left)
11. Merging of ideas
stories
Scratch sharing
Week in the Life
connecting
collaborating
The Flat Scratch Cat Project
12. Project Beginnings
● Tweet Up for
CodeWeek.EU
● Like a Flat Stanley project
(https://www.flatstanley.co
m/)
● Existing ‘Flat Scratch Cat’
project
(http://www.flatscratchcat.c
om/)
● Our Flat Scratch Cat
Project
(https://sites.google.com/sit
e/flatscratchcat/)
13. Flat Scratch Cat Project
● Originally created for
CodeWeek.EU
● Swiss Cat travelling around
Europe
● Each school creating a project that
would become a chapter of a
collaborative story - “The
Adventures of Flat Scratch Cat”
14. MakerFaire to launch CodeWeek.EU
● The project was
launched at a
Maker Faire
● Cat was ‘passed on’
to next school
15. Potential Ideas for future projects
Global Code-a-thon:
● Students participate in coding challenges at
the same time in different locations and use
Skype or Google Hangouts to view each
other
● Have a ‘code-slam’ where students create
something and then share with others
online
● Link to UN International School of Hanoi -
http://globalcodeathon.unishanoi.org/
16. Potential Ideas for future projects
Collaborative Game Challenge:
● Students in different schools
create games and share them in
a Scratch Studio.
● Weekly challenges could be
shared and students can share
these and learn from each other
● Have a virtual ‘Game Fest’ to
conclude the project
Image ‘Video Games’ by G. Singh on Flickr , CC-SA-NC-2.0
17. Potential Ideas for future projects
Virtual Art Gallery:
● Students from different schools create sprites using a
digital drawing tool (or the drawing tool on Scratch)
● Students upload their sprites to a shared gallery
(Scratch Studio) where others can ‘remix’
● Have a virtual showing of the gallery using a live video
conferencing tool to allow students to talk about their
creations.
18. Other ideas?
Use your ‘text tool’ to add any ideas you may
have for global Scratch projects.
19. Resources & Links
Scratch - http://scratch.mit.edu/
ScratchEd - http://scratched.gse.harvard.edu/
Flat Scratch Cat Project site - https://sites.google.com/site/flatscratchcat/home
Scratch Lesson Plans by CR 2.0 - http://wiki.classroom20.com/Scratch+Lesson+Plans
Code.org - http://code.org/
Scratch That! - http://www.ihmc.us/groups/techconnect/wiki/dd255/
Computer Science Education Week, Hour of Code Tutorials -
http://csedweek.org/learn
Tynker’s Hour of Code Activities - http://www.tynker.com/hour-of-code/
Global Classroom Project - A site devoted to helping teachers and students connect
http://theglobalclassroomproject.wordpress.com/
20. Contact Details
Jennifer Fenton
Technology for Learning Coordinator
Campus des Nations, International School of Geneva
Twitter @jennysfen
Scratch: jennysfen
Editor's Notes
NOTES ABOUT PRESENTING
have participants use the raise hand feature to indicate they can hear
click on people in video to make them larger
double click on the star icon and click on the map to show where people are from - have Ps put note in the chat about where they are from - place, time, temperature
if people are talking - remind them to click on talk button
New role as TLC > HOC > quote and thinking...
talk about Alan November’s work and shifting from consumers of tech to producers; active learning rather than passive; not just about ‘computers’ but across all disciplines - I am not a coder! Looking for a way in.
And then came the hour of code.
Why Scratch?
Go to WebTour Mode here and illustrate how to create in Scratch. Have participants open Scratch in another window and give it a go (2 windows open)
We loved it, but...seeking ways to make it more meaningful.
Previous participation
share best points of project - connections, learning with and about other students, finding commonalities
Challenges - time zones (especially for synched conversations on EdModo); timelines for completing project with a cross country school group - supporting students when in a different time zone)
Took what I believe to be the most positive parts of each and merged these to create the Flat Scratch Project
Describe evolution of the idea
Tweetup for Codeweek EU
Original flat scratch project and vivian’s idea
WebTour - go to Scratch studio and share beginning of chapter 1
Describe the 2 prong approach - physical cat and passport, visits and gets to know the students and possibly the school, the community. Then these experiences are shared in an animated story on Scratch, which is saved as a chapter in Flat Scratch Cat’s ‘studio’ Where all can view.
GO WEB TOUR view chapter(s) samples