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Girls, Just Wanna Have Fun! Girls Just Wanna Write Code!

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 33

Participate and share : Poster

Presenters

Photo
STEAM Teacher
Colegio Los Altos
Digital animation engineer and former student of Los Altos school, steam teacher and robotics workshop

Session description

Students will cook, dance, race and game their codes in their programming class and experiment with technology's possibilities. It's important to inspire them to take part in the technological revolution through their passions. This project will give you ideas for creative activities with Sphero, CUE, VEX robotics and more.
Grade level: 6-12
Skill level: Beginner

Purpose & objective

Students play and create different activities that then they apply to code. Through activities like Bop it!, playing cards and cooking, they learn complex concepts of programming. Then when they start coding it is much easier for them to understand what they're doing. This game based learning has been a much easier and fun way for students to use apps and robots like Spheros, CUE, Playground and VEX.

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Outline

Participants will be able to join in on different activities so they can live the students' experiences.

They will be able to play Sphero Bop it!, Hot potato, cook their codes and more with the help and explanations of coding concepts from students that created them.

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Supporting research

Thumlert, J., de Castell, S., & Jenson, J. (2014). Short cuts and extended techniques: Rethinking relations between technology and educational theory. Educational Philosophy and Theory, 47(8), 786-803.

Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. New York, NY: Basic Books, Inc. Stake, R.E. (2000a). Case studies. In N. Denzin & Y. Lincoln (Eds.), Handbook of qualitative research (2nd ed.; pp. 435-454). Thousand Oaks, CA: Sage Publications.

Baytak, A., & Land, S.M. (2011). An investigation of the artifacts and process of constructing computer games about environmental science in a fifth grade classroom. Educational Technology Research and Development, 59, 765-782

Bers, M.U., Flannery, L., Kazakoff, E.R., & Sullivan, A. (2014). Computational thinking and tinkering: Exploration of an early childhood robotics curriculum. Computers& Education, 72, 145-157.

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Session specifications

Topic:
Games for learning & gamification
Audience:
Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: iOS
Tablet: iOS
Participant accounts, software and other materials:
Sphero Edu.
Playground: Learn to code 2
CUE by Wonder Workshop
Subject area:
Computer science
ISTE Standards:
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
For Students:
Computational Thinker
  • Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
  • Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.

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