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CS for All Ages: Computational Thinking With Microcontrollers and Hands-on Projects

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Colorado Convention Center, Mile High Ballroom 1BCD

Explore and create: Deep-dive Creation lab
Preregistration Required
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Presenters

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Tech Coach
Los Angeles, CA Schools
@X: Saul_Duarte1
@I: steamplusc
ISTE Certified Educator
Saul Duarte is an Instructional Technology Coach who integrates instructional technology into the curriculum by collaborating with teachers to develop ways to use digital tools and digital resources to leverage and enhance/augment instructional practices. Through capacity building and constant participation in the creation and presentation of innovative technology uses in the classroom, he provides both support to educators and 21st-century venues of learning to all students.
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Research Assistant
University of Colorado Boulder
@cemocreates
@HelloPlayCollective
Celeste is a creative learning experience designer with diverse experiences inside and outside of the classroom. Currently, Celeste is a Research Assistant in the Creative Communities Group at CU Boulder, a Creative Technologist at the Boulder Public Library Makerspaces, and a part of the Hello Play! Collective.

Session description

Engage with a variety of hands-on physical computing activities and tools designed to engage diverse learners in experiences with microcontroller technology such as wearable electronics projects and storytelling with lights and motors for STEAM integration.

Purpose & objective

Participants will experience and learn effective and creative applications of physical computing and computer science to create STEAM projects with microcontrollers, wearable electronics, and physical computing devices

Participants will use the design process to explore how physical computing promotes learning paths for diverse learners and integration of digital and STEAM education projects

Participants will learn how to create projects that make cultural, storytelling, and community connections that are relevant, applicable, and feasible

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Outline

Introduction: (5 min) Presenters will introduce themselves and topic of the presentation

Grounding and Exploration: (10 min) Participants will learn and explore the way ISTE, K12CS frameworks, CCSS standards practices, and STEAM education interconnect and require the use of instructional technology to promote Computational thinking and 21st-century skills

Application: (70 min) Participants will participate in two different ways to engage learners in wearable electronics and physical computing. One activity will leverage the micro:bit and the other activity will use the creative coding app OctoStudio. Presenters will provide participants with devices and materials for their projects. Participants will work in collaborative partner groups to connect and code microcontrollers which will connect and control electronic devices. Presenters will follow an I do, You do, We do lesson flow to allow differentiation of capacity in attendees and to ensure everyone learns. The goal of each project will be to build confidence in working with electronics, to spark creativity, and to make connections to topics like storytelling.

Conclusion/reflections: (10 min) Presenters will ensure enough time to have an open discussion to discuss the attendees' experiences after working with physical computing devices. Presenters will share multiple resources and ways attendees can continue experimenting and promoting creativity and STEAM projects via physical computing integrations.

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Supporting research

Physical Computing and its Scope
https://www.ceeol.com/search/article-detail?id=171588
Gears of our childhood: constructionist toolkits, robotics, and physical computing, past and future https://dl.acm.org/doi/abs/10.1145/2485760.2485786
Microbit Educational Foundation Research https://microbit.org/impact/research/
Combined Effects of Block-Based Programming and Physical Computing on Primary Students' Computational Thinking Skills https://www.frontiersin.org/articles/10.3389/fpsyg.2022.875382/full
Computational Thinking Education in K–12 Artificial Intelligence Literacy and Physical Computing https://direct.mit.edu/books/oa-edited-volume/chapter-pdf/2081011/c009800_9780262368971.pdf

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Session specifications

Topic:
Maker activities and programs
Grade level:
3-5
Skill level:
Beginner
Audience:
Teachers
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Attendees only need to bring a device like a laptop, tablet, cellphone, Chromebook to access the internet. All electronic devices, and physical computing peripherals like cables, servo motors, microcontrollers, etc...will be provided by the presenters.
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
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.
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.