When I set
out to support a Grade 1, 2, 3 class with the Coding Trek program, I had no
idea where my path would lead. It turned out to be a world with few limits,
flexible spaces, cooperation and accomplishments!
This fit in
nicely with the existing classroom culture of strong collaboration, celebration
of success, and sharing of ideas.
I really
grew to appreciate the Coding Trek program for the way it set out the steps in
our learning process. Having registered as a teacher, I had access to several
weeks – or months - of activities,
accompanied by explanatory slide decks and brief video tutorials. At this
particular school, I was with the class from 11:15 a.m. to about 1:00 p.m. for
three consecutive days.
We were all
newcomers to Scratch Jr, the platform for Coding Trek, and we each had our own
iPad to work on.
I was
amazed at how easily the children took to Scratch Jr and were able to follow
the colour-coded menus. On the first day, we explored most of the basic tools,
talked about the green flag, and made a variety of personal projects. In some
cases, we had to configure the camera or microphone on a device, but this all
worked out. Did you know you could use the camera to place a photo inside the
outline of a sprite?
We saw that
many of the students were deeply engaged with simply adding sprites, drawing,
taking photos etc., using the stage as a canvas instead of creating actions and
interactions, so we challenged them to add some movement before the end of the
class. They all decided that they had had so much fun that I should come back
for Day 2.
We began
the follow morning with a Coding Trek “coding unplugged” activity. The teacher
was a willing demo robot! Then the students were partnered up to work on this
activity for 15 minutes or so, one Robot and one Controller, and then switching
roles. Given the age range of the students it was interesting to see how this
spatial activity reinforced counting, directionality, and estimation.
Next, we
moved through 10 Coding Trek challenges. These were designed to review the
tools they had learned the previous day. We were more methodical, asking for a
“thumbs up” before moving to the next activity, to ensure that all the students
had the same understanding of the basics.
The day
finished with some free time to work on personal projects – by request!
On both Day
1 and 2 it was great to see these young children using tech tools with ease,
tools that I am often directly teaching to older students and adults. They
often asked to Airplay their device to show their work or answer a question.
Without asking for help, they used Siri to enter text onto their screens. They
seemed to intuitively know what they could type for themselves and what they
should dictate.
I was very
apprehensive about Day 3 due to the fact that the next Challenges all involved
implementing multiple tools in multi-step processes. The next few activities
were interchangeable in terms of level of difficulty, so I consulted the
teacher as to whether she would prefer a literacy or math focus. We went with
math.
Day 3 we
would make Mental Math Machines!
I looked
over the Coding Trek materials and played the demo video in advance. It used
speech bubbles to pop up and display the math question and three or four
possible answers. I decided that if I were playing this game, I would want the
questions and answers to stay on the screen and not just flash. So, I made a
second version of the game with text boxes. The popups were still used for
response messages such as “Great answer” or “Try again.”
This
enabled me to show the students both versions, talk about the fact that in
technology there are always multiple ways to accomplish something, and that
they are all usually correct.
Before
starting to make their Mental Math Games, the students were given very few
instructions. The main tool that was taught on Day 3 was the red icon to add a
new screen.
Much to my
surprise, there were very few expressions of frustration. They all simply got
busy and either succeeded on their own or asked for help as they would in any
other class.
They also devised
new adaptations, such as the youngster who discovered that with the keyboard
on, emojis could be added into Scratch Jr. So, a new, more visual question
became: how many burgers are there?
Students
surprised me in many ways.
One child
seemed to really take to coding and was having great success. I thought perhaps
he was a grade 2 student. In conversation with the teacher I learned that a
week prior he had celebrated his sixth birthday.
I
approached the teacher to mention another student who was completely at ease
with not only using Scratch Jr, but discovering new ways to use the tools. It
turns out that that child is not usually academically successful.
As well we
both were very interested and impressed with the language that the students used
to communicate with each other, ask questions, offer advice and describe their
projects. For example, by Day 2 they often referred to the narrative line or
action screens of their game in “story” terms.
Finally,
after three mornings of learning, it was time to take a break. The teacher
brought up a favourite winter-themed dance video, with some animated Santas. They
all hopped up and got ready to try out their best moves. First, though, one
student took a good look at the screen, turned to me and said, “Wow, that’s a
lot of coding to make that video.”
The teacher
and I were thrilled that this connection had been made, and the student was
asked to share her comment with the class – and I got to chime in that the
person who made the video did it as their job.
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By this
time, all the students had a very thoughtful look on their face, as they
thought about the possibilities of a job in computer programming.
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