Computing Unplugged Workshop - BETT · • UNPLUGGED COMPUTING Benefits - Understanding the...

Post on 08-Aug-2020

7 views 0 download

Transcript of Computing Unplugged Workshop - BETT · • UNPLUGGED COMPUTING Benefits - Understanding the...

COMPUTING UNPLUGGED

Kim Averykimavery@bbrook.co.uk

@KimmycKim

MY BACKGROUND IN COMPUTING

• ICT coordinator role.• Computing changes

September 2014• CAS Master Teacher

programme. • Barefoot resource meetings.• CAS #include• CAS Lead School and Hub

Lead

• UNPLUGGED COMPUTING

Benefits - Understanding the concepts behind computational thinking.- Identifying the purpose of programming.- Valuing the skills of programming.- Applying the skills in other areas to embed the learning. - Many activities already take place across the curriculum.

DEVELOPMENT OF ACTIVITIES

• Each pack of resources feature the different concepts and approaches.

• The packs have a range of resources which can be used as a lesson starter or whole lesson.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

CONCEPTS

Logical reasoning helps us explain why something happens.Logic helps us to establish and check facts, and make predictions.

COMPUTING UNPLUGGED

River Crossing Activity

• Working collaboratively to get the fox, chicken and corn across the river safely.

• Use the boat and characters to test out different theories.

Introduce the problem and ask pupils to make predictions.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

Pupils to act out the problem using logic to support them. This activity also encourages collaborative working through discussion of the problem.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

ADDITIONAL ACTIVITY IDEAS:

Experiments: - Testing materials

for a given purpose.

- Which items will float/sink?

Story predictions:- What do you

think will happen?

- How do you know? Maths:

- Testing shapes (which 3D shapes

can roll).- What are the rules for shapes which can

roll? - What are the

variables?

An algorithm is a sequence of instructions or a set of rules to get something done.

Story Sequencing Activity

• Listening to a story and deciding what is the important information.

• Sequencing the story by ordering the characters correctly.

COMPUTING UNPLUGGED

Starter activityUsing abstraction to select the information found in the story.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

Pupils can write the algorithm for the story, ordering the animals the old lady ate.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

ADDITIONAL ACTIVITY IDEAS:

Recipe: - Creating a healthy eating

recipe.- Deciding on the ingredients

and equipment.

- Writing the algorithm.

Lego Building:- What is the algorithm for creating your

model?- Can you follow

your partner’s algorithm?Robot Dancing:

- Sequencing a dance.

- Making decisions about the order

of the dance moves.

The process of breaking down a problem into smaller manageable parts is known as decomposition. Decomposition helps us solve complex problems and manage large projects.

Getting Ready for School

• Decomposing the different instructions for getting ready.

• Sequencing the order to get ready in the morning.

• Creating an algorithm for others to follow.

COMPUTING UNPLUGGED

Pupils can decompose the request of how do you get ready in the morning. Pupils can use just pictures to order and create their algorithm.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

These can be used just using the sentences, without the pictures. Extend further by asking pupils to write the algorithm themselves.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

Pupils can decompose this further by breaking down further elements of getting ready:- Getting up- Brushing teeth- Making

breakfast - Leaving the

houseWidgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

ADDITIONAL ACTIVITY IDEAS:

Labelling: - Identifying the

main parts of a plant/body.

Story Writing:- Breaking down a

story idea into beginning, middle,

end.

Life cycle: - Breaking down the main parts of

lifecycles.

Patterns are everywhere. By identifying patterns we can make predictions, create rules and solve more general problems.

Creating Patterns

• Observing a pattern in a given sequence.

• Following a pattern by identifying what comes next.

• Recording the algorithm sequence.

COMPUTING UNPLUGGED

Pupils can use a range of resources to observe and create patterns.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

Pupils can begin to think about the rules of different patterns.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

Introduce the ‘repeat’ statement to introduce how patterns can be shown in a simplified format.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

ADDITIONAL ACTIVITY IDEAS:

Exploring Houses: - Testing what features houses

have.- What is the same?

What is different?

Sorting items:- Which objects

belong in each room?

- Are there any rules? Features?

Similarities?Habitats: - Which animals

live in which habitat?

- Are there any rules? Features?

Similarities?

Abstraction is about simplifying things; identifying what is important without worrying too much about the detail. Abstraction allows us to manage complexity.

Cake Shopping Activity

• Identifying the important information from a cake recipe.

• Abstracting the ingredients they need to buy when they go shopping.

COMPUTING UNPLUGGED

Pupils can use abstraction to select the items they would need to buy in the shops.Would you need to buy a bowl or do you have one in the kitchen?

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

Challenge pupils to use detailed lists to abstract information. Make a shopping list from this abstracted information.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

ADDITIONAL ACTIVITY IDEAS:

Traditional Stories: - Abstracting

common features.

Problem Solving:- What are the key

words to look for?

Map Skills: - Using target country select

key cities/areas. - Use Bee-Bot to

guide around country.

Evaluation is about making judgements in an objective and systematic way, where possible.We may make judgements based on different factors, such as design criteria and user needs.

Robot Dance Activity

• Creating a dance sequence for a ‘robot’ to follow.

• Including ‘repeat’ cards and possibly ‘loop’, ‘if’ and ‘else’ cards.

• Following and evaluating a dance routine.

COMPUTING UNPLUGGED

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

Pupils evaluate as they go and debug their routines when needed. Introduce the ‘repeat’ and ‘if…else…’ cards to extend thinking ready for ‘plugged’ tasks.

Widgit Symbols (c) Widgit Software 2002-2017 www.widgit.com

ADDITIONAL ACTIVITY IDEAS:Design Technology Project:

- Did you manage to follow your

plan?- Did your product

meet the criteria?

- How would you improve it next

time? Peer Reading:

- Evaluating the book shared with

a friend.- Peer assess reading ability.

Bee-Bot Game: - Evaluating a game you have

made.- What are the

rules?- How do you gain

points?

COMPUTING UNPLUGGED Remember:

• Computational thinking concepts can be introduced and cemented through ‘unplugged’ activities.

• These concepts are probably already being taught across the curriculum.

• Identify them and target them.

Q&A

COMPUTING UNPLUGGEDTHANK YOU

Kim Averykimavery@bbrook.co.uk

@KimmycKim