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Accelerate Learning: Coding & Data Analysis with Micro:bit

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Colorado Convention Center, Mile High Ballroom 2C

Explore and create: Deep-dive Creation lab
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Presenters

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STEAM Support Teacher
School District 43
@Brian Healy
A K-12 educator for 10 years in various capacities, Brian encourages learners to recognize their strengths and interests, while identifying areas where they can step outside their comfort zone to grow. Incorporating STEAM and real-world problem solving, he builds varied, cross-curricular experiences using curiosity, competencies, and big ideas. Brian reframes what learning and achievement look and feel like while nurturing skills and strategies that benefit students and teachers beyond school contexts. He challenges learners to understand and experiment with technology while balancing on / off-screen time. Brian has a Master’s of Education from Simon Fraser University in Curriculum & Instruction Foundations.

Session description

Explore forces, acceleration and their mathematical connections in this interactive Micro:bit coding session. Gain practical skills in wirelessly transmitting real-time data and mastering essential data collection and analysis techniques. Ideal for newcomers and enthusiasts, this session offers a deeper understanding of these topics and their real-world applications.

Purpose & objective

Our primary objective is to address the persistent challenge of fostering a multidisciplinary and problem-solving mindset among educators, with a specific focus on bridging the gap within the STEAM (Science, Technology, Engineering, Arts, and Mathematics) disciplines.
Our presentation will prominently feature Microsoft's Micro:bit (version 2) as a powerful technological tool to facilitate this integration. We'll harness its advanced capabilities, including real-time data transmission, viewing, collection, and analysis through radio sending. Additionally, we will utilize makecode.org for fundamental block coding, providing educators with essential tools for transformative teaching.
Success will be evaluated through a comprehensive approach, including direct observation of educator engagement and participation during hands-on coding activities. Additionally, participants' initiation of coding tasks and their thoughtful responses to guided questions during the Q&A segment will serve as indicators of their understanding and readiness to apply acquired skills and strategies within their educational practice. These diverse assessments will collectively demonstrate the presentation's impact on educators' abilities to bridge the gap within the holistic STEAM framework effectively.
Through guided inquiry and hands-on experiences, educators will witness the transformative potential of a transdisciplinary approach, promoting holistic learning within the STEAM umbrella.

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Outline

I. Introduction of topic and presenters (5 minutes)
II. Design thinking (5 minutes)
III. Introduction to the V2 Micro:bit (10 minutes)
IV. Code the Micro:bit (participate / device-based activity) 25 minutes
V. Test the real-time acceleration data (participate / hands-on / movement-based) 20 minutes
VI. How to export and utilize data (10 minutes)
VII. Potential for learning/activities & curricular connections (peer-to-peer /discussion) 10 minutes
VIII. Questions and answers (participate) 5 minutes

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Supporting research

Grant, K., & Perez, L. (2022). Dive Into UDL, Second Edition: Immersive Practices to Develop Expert Learners. International Society for Technology in Education.
International Society for Technology in Education. (2020). Computational Thinking Competencies. Retrieved from https://www.iste.org/standards/computational-thinking
Israel, M., Pearson, J., Tapia T., Wherfel, Q., Reese, G. (2014). Supporting all learners in school-wide computational thinking: A cross-case qualitative analysis. Computers in Education, 82. https://doi.org/10.1016/j.compedu.2014.11.022
Sang Joon, L., Gregory F., Jeremiah N. (2022). Computer science education and K-12 students’ computational thinking: A systematic review. International Journal of Educational Research, 114. https://doi.org/10.1016/j.ijer.2022.102008
Lanier, D. (2022). Demarginalizing Design: Elevating Equity for Real World Problem Solving. Lanier Learning.
Needles, T. (2020). Steam Power: Infusing art into your STEM Curriculum. International Society for Technology in Education.
Raila, T., Farassopoulos, N., Lousta, C. (2023). Teaching STEAM through universal design for learning in the early years of primary education: Plugged-in and unplugged activities with emphasis on connectivism learning theory. Teaching and Teacher Education, 132. https://doi.org/10.1016/j.tate.2023.104210
Thompson, J., & Childers, G. (2021). The impact of learning to code on elementary students’ writing skills. Computers in Education, 175. https://doi.org/10.1016/j.compedu.2021.104336

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Session specifications

Topic:
Innovative learning environments
Grade level:
6-8
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Laptop: Chromebook, Mac, PC
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Educators:
Leader
  • Model for colleagues the identification, exploration, evaluation, curation and adoption of new digital resources and tools for learning.
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
For Students:
Computational Thinker
  • Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.