4. Applying Computational Thinking

                         Program or be programmed

Douglas Rushkoff              



Modern 'digital' technologies continue to transform all aspects of our students lives, and their world is changing at a much faster rate than that experienced by their teachers growing up. Preparing students for this change, to take control of change rather than be subject to it, is a daunting challenge, but understanding digital technologies is now fundamental in the education of all Australian students.

Leading the world, for the first time in Australia, computing will be studied in depth at all levels of schooling. Digital Technologies takes the next step beyond previous ICT studies where students learnt how to use digital technologies, to where students will learn to create using digital technologies, understanding not just how to use technologies, but why they work, can be improved, and new technologies developed.




Future of Education

Project Based Learning


Lego WeDo

Lego Mindstorm



Conductive Fibre


Interactive Board Game

Interactive Computer Games

Wearable Technologies





Dangers of AI



Foundation to Year 1

http://studio.code.org/s/course1
Allows early readers to create computer programs that will help them learn to collaborate with others, develop problem-solving skills, and persist through difficult tasks. By the end of this course, students create their very own custom game or story that they can share. Recommended for grades F-1.

Years 2 to 3

http://studio.code.org/s/course2
Designed for students who can read and have no prior programming experience. In this course students will create programs to solve problems and develop interactive games or stories they can share. Recommended for grades 2-3.

Years 4 to 5

http://studio.code.org/s/course3
Designed for students who have completed the Years 2 to 3 activities. Students will delve deeper into programming topics introduced in previously to create flexible solutions to more complex problems. By the end of these activities, students will have created interactive stories and games they can share with anyone. Recommended for grades 4-5.

Years 6 to 8

http://studio.code.org/s/course4
Designed for students who have completed the previous activity sets. Students will delve deeper into programming topics introduced in previous activities to create flexible solutions to more complex problems. By the end of these activities, students will have created interactive stories and games they can share with anyone. Recommended for grades 6-8.

All Ages

http://studio.code.org/s/20-hour
20-hour set of activities that introduces core computer science and programming concepts. These activities are designed for use in classrooms for grades F-8.






Tutorial

Completion Activity 1 (assessed):

Activity: Complete one of the following Hour of Code activity sets (Completion Activity)



Completion Activity 2 (assessed)


Activity: Using Scratch, interface with the MakeyMakey kits to solve a real world problem (Completion Activity)

Demonstration: Share your problem idea and partial solution with the group (video and images to share online are encouraged)

Be prepared to explain your big problem, how you could use this in project based learning with students, the thinking skills that could be used/developed, and how doing this project could address at least one Australian Curriculum Digital technologies learning outcome (you should look this up on the curriculum website).













































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