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Digital Schoolhouse: A Playful Learning Approach to Computer Science Education

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 23

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Presenters

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Curriculum Content Developer
Digital Schoolhouse
@compsci_geek
As Digital Schoolhouse's Curriculum Content Developer, Estelle is responsible for the creation and curation of their innovative teaching resources. With a catalogue of workshops that include everything from lessons on algorithms using Ubisoft's Just Dance to investigating binary numbers with Nintendo's Super Mario Maker 2, Digital Schoolhouse is at the forefront of playful computing. With over 10 years teaching experience and a Masters in Teaching and Learning, Estelle is an enthusiastic practitioner who has the expertise to take difficult Computer Science concepts and present them in a new and innovative way.
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Education and Community Manager
Laura is the Education and Community Manager for Scirra Ltd and spends her time between marketing, our education work and keeping up with our global community. She's even been known to dabble in making her own games! She is normally attached to one device or another, be it her phone, PC or Nintendo Switch and when she's not at work she can often be found at a racetrack, in her craft studio or dancing around in her kitchen cooking something nice.
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Education Lead
Construct
@studrex
Stuart Drexler is an educational technologist and product leader with over 25 years’ experience in interactive learning, robotics and gaming. He has created learning journeys for millions of K-12 kids through his work with Sesame Workshop, Tom Snyder Productions (Scholastic), Disney, LEGO and more. Stuart studied under Seymour Papert and Mitch Resnick at the MIT Media Lab and holds a Master of Technology, Innovation and Education from Harvard. He currently shares and inspires best practices for teaching coding to middle and high school students though game creation and inventionism.
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Head of Education / Programme Director
Ukie (Digital Schoolhouse)
@DigSchoolhouse
@Shahneila1
Shahneila is a seasoned educator with over two decades of experience in computing education. She has witnessed the evolution of the UK computing curriculum firsthand and played a key role in shaping it. Shahneila is the author of two books, "Hacking the Curriculum: Creative Computing and the Power of Play" and "How to Raise a Tech Genius: Develop Your Child's Computing Skills Without Spending Any Money." In 2014, she joined video games trade body Ukie (UK Interactive Entertainment Association) as Head of Education and Director for the Digital Schoolhouse programme where she advocates for a play-based learning approach to teaching.

Session description

Participate in Digital Schoolhouse's playful computing activities and workshop materials, including how we use Just Dance to teach programming concepts, how a game of dodgeball can teach learners about AI and using Mario to bring binary numbers to life.

Purpose & objective

Purpose
To share Digital Schoolhouse's free workshop resources with delegates, giving them opportunities to get hands on with them and investigate playful learning opportunities in the teaching of Computer Science.

Objectives
1. Have a greater understanding of playful learning pedagogy
2. Have a greater understanding of unplugged computing activities
3. Have a greater understanding of how to apply PRIMM to the teaching of coding
4. Have a greater understanding of how Semantic Wave theory can be used to improve learning of new theory

Digital Schoolhouse uses PRIMM (predict, run, investigate, modify and make) for the teaching of coding and Semantic Waves for the dissemination of new theory. The Semantic Wave model provides a framework for teaching new theory which starts with the teaching of terminology and the use of specialist language then moves into a second phase where students gets hands on with activities designed to bring the theory to life using simple language and finally a third phase where students re-pack this learning using the specialist language they learnt at the beginning. There will be opportunity for delegates to see these two pedagogical techniques at work within our stations.

Success will be in the form of delegates accessing our free teaching resources and using them in their own classrooms.

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Outline

We propose to provide delegates access to 6 stations, each with a hands-on activity to demonstrate the teaching resource. It is estimated that the activities at each station will take around 20 mins.

1. Just Dance with the Algorithm - find out how you can teach learners about the use of flowcharts and algorithms through Ubisoft's Just Dance video game. Delegates will also be able to investigate a digital activity using Construct 3. This will be a mix of interaction, device based activities and worksheets.
2. Machine Code Mario - find out how learners can design their own Mario course while learning about binary numbers. This will be a mix of interaction, games console based activities (devices supplied by Digital Schoolhouse) and worksheets.
3. Part-Baked Games: Knockout City edition - find out how you can teach your learners about AI in video games by investigating what rules an AI would need to play a game of dodgeball. This will be a mix of interaction, device based activities and worksheets.
4. Part-Baked Games - find out how to teach your learners about video game mechanics through some popular playground games and then learn how to implement them using Construct 3. This will be a mix of interaction, device based activities and worksheets.
5. Crazy Graphics - find out how to teach your learners about how computers generate images by creating pixel art with Hama beads and spreadsheets. This will be a mix of interaction, device based activities and worksheets.
6. Eco Gamer - find out about how SEGA changed their PC video game packaging to make it more eco friendly and then design your own video game packaging using their templates. This will be a mix of interaction, device based activities and worksheets.

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Supporting research

https://digitalschoolhouse.org.uk/about

https://www.futurelearn.com/info/courses/secondary-programming-pedagogy/0/steps/68416

https://blog.teachcomputing.org/quick-read-6-semantic-waves/

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Session specifications

Topic:
Computer science & computational thinking
Grade level:
PK-12
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers, Teacher education/higher ed faculty
Attendee devices:
Devices useful
Attendee device specification:
Laptop: Chromebook, Mac, PC
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session