Tagged With: Coding-Programming
There are a lot of options if you want to bring programmable robots to your classroom. One I discovered this summer and have fallen in love with is Sunburst’s Robo Wunderkind. It is a build-a-robot kit designed to introduce children ages six and up to coding and robotics as well as the fun of problem-solving and creative thinking. The robot starts in about thirty pieces (there are so many, I didn’t really count them). You don’t use all of them in one robot, just pick those that will make your robot do what you want. The completed robot can move around on wheels, make sounds, light up like a flashlight, sense distance and movement, twist and turn, follow a maze, or whatever else your imagination can conjure up.
But don’t be confused. The goal of this kit is as much about building the robot as having fun exploring, experimenting, and tinkering.
What is Robo Wunderkind
Robo Wunderkind is an award-winning robotics kit that lets young children build an interactive robot and then program it to do what they want. It can be used at home, in school, or as an extracurricular tool for teaching STEAM disciplines (science, technology, engineering, art, and math). The box includes a bunch of color-coded parts, a few instructions, and a whole lot of excitement. The builder’s job is to connect the pieces into the robot of their dreams, program it to do what they need, and then start over.
Fair warning: This robot doesn’t look like the famous humanoid robots of literature–C3PO or Marvin the Paranoid Android (from The Hitchhiker’s Guide to the Galaxy), with arms, legs, and a head. It’s more like something you might construct from Lego Mindstorm though easier to set up, build, program, operate, and decode. I’ve used both and hands down would start my younger students with Robo Wunderkind. I agree with Tech Crunch when they say:
“You won’t build a robot as sophisticated as a robot built using Lego Mindstorms. But Robo Wunderkind seems more accessible and a good way to try robotics before switching to Arduino and Raspberry Pi when your kid grows up.
How to get started
If I were to rate myself with robotics, I might be closer to a 5 than a 10. I approach the task of building my own with a small degree of trepidation. I tell you this because, if I can build a robot with this system, any six-year-old (and up) can.
Education has many disruptors–3D Printing, AR and VR, 1:1 technology, STEM, and STEAM–but a recent and wildly popular one is robotics. These automated humanoid bots often interact with users, require critical thinking and problem-solving, and grab the imagination of students in ways that makes everyone want to learn. One I discovered this summer is Wonder Workshop’s collection of three robots — Cue, Dash, and Dot. I’d love to review all of them but that post would be way too long so today, I’ll focus on my current favorite: Dash.
Before I dig into Dash, let me tell you about his creator, Wonder Workshop.
What is Wonder Workshop?
Wonder Workshop is a STEM-based interactive early learning experience that introduces coding to K-5 learners and provides everything teachers require to teach coding and robotics (see below under How to Use Dash in Your Classroom). Every day, classrooms around the world demonstrate the collaboration and hands-on learning that the Wonder Workshop robots–Dash, Dot, and Cue–inspire in students. Through these robots, students learn what to many is intimidating and abstract and impossible to learn: coding,
What is Dash?
Dash is a squatty, friendly critter designed for ages six and up. It is a pyramid of spheres on wheels with a head that turns, a voice that responds to you, lights that flash, and sensors that interact with the environment. He is charged via USB and programmed via an app (iOS or Android) to move, spin circles, dance, sing, draw, or any number of other actions. It all depends upon what its child handler wants it to do.
It’s discouraging to all stakeholders that annually, about 1.2 million students fail to graduate from high school. And “Pathways to Prosperity” reports that just 56% of college attendees complete a degree. Fingers point all directions but nothing changes the stark truth: Something causes kids to hate learning so much that they’d rather face their future without the knowledge or skills to do so successfully.
Solutions to this problem abound but one of the most popular with K-16 educators — because it works — is to gamify learning. Wikipedia defines “gamification” as:
“an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.”
Games remind kids of days when they chose their own seats, worked at their own pace, and responded to their own interests. Through childhood games, they learned social skills, problem-solving, sequencing, and a whole bunch more while they thought they were doing a puzzle, building blocks, or playing dodgeball.
Fast forward to formal schooling. As early as Kindergarten, kids are stuck into classrooms where play is replaced with rote drills, repetition, and growing boredom. It’s taken the experts decades but finally, the value of applying gameplaying characteristics to learning is being recognized as a formidable approach. I’ve written much about the use of games and simulations but today, I want to focus on the student as maker, where they create the game, troubleshoot problems, and refine the end result — exactly the traits valued by coding and programming.
Here are some of my favorite game creation tools for students:
If you participated in December’s Hour of Code, you may have come to realize the importance of Computer Science to students. Greg Beutler is the Director of Techscool.org, a school devoted to teaching kids this fundamental skill through the lens of robotics, coding, competitions, and more. The school’s tagline is Learn to code; Code to learn. Pretty pithy.
Here’s Greg’s informed perspective on this question:
Beyond job opportunities, why should all K-12 students learn about computer science?
Computer Science is an important subject for all students because it teaches you how to think. The act of writing a computer program requires you to think about how to create sequences which are step by step procedures on how to solve a given problem. CS also teaches the student, what sequences are run, what sequences should run if that sequence fails. CS teaches the student how to present that failure or success of that operation to the user via a GUI, and how the GUI should look and what the next outcome should be of the interactions between the user, the software and the computing device. Computer Science is an integrative subject, not siloed like other subjects taught at school.
Starting children early is best. To illustrate this I’ll use my favorite analogy, which is the baseball analogy. Both the little leaguer and a major leaguer perform the same operations, they catch a ball, throw a ball and hit a ball. But the major leaguer is much more talented and skilled. They have done all of those actions thousands of times in practice and games. They have honed their skill to a very great extent with competition and practice. They have a keen understanding of the game, the rules, and the winning strategies. They know where to hit the ball against a particular team in a particular situation. They know where to throw the ball in a particular situation. They can anticipate the actions of their teammates and opponents and react accordingly. Starting children early
gives them a wide arena of problems and problem-solving skills. The same applies to computer science. At a young age we can solve simple problems such as sorting different colored beads into different cups, then when we are older we can solve more complex problems such as writing a program using sorting algorithms for all sorts of items; including colored beads., which is called abstraction.
Here are the top five skills that most successful computer science students possess.
Now that you’ve engaged your students with awesome Hour of Code fun, I’m thrilled to introduce the incredible Root Robotics for going far beyond the hour! Root’s a versatile, engaging robotics and coding program that grows with students from pre-K up through grade 12. Root comes to us from our friends at Sunburst Digital – who provide engaging STEAM and SafeSchools programs for schools.
This holiday season, you can enter to win a $100 credit applied to a purchase of Root or ANY OTHER STEAM solution from Sunburst here! Sunburst wants to hear about the innovative ways you’ve engaged your students with Hour of Code – share a few lines about your activities, and you’ll be entered to win! Learn more and fill out your entry form here.
Created by learning and robotics experts at Harvard University, Root is a hexagonal-shaped robot that climbs whiteboards and traverses tables. Learners can program Root to move, turn, draw, erase, scan colors, play music, light up, sense touches, feel bumps, detect magnetic surfaces, perceive light, and respond to sensors in a phone or tablet.
Root’s design enables whole class instruction and project-based learning in groups. In addition to exciting, easy-to-implement lessons that teachers can deliver on the classroom whiteboard, each Root comes with a foldable whiteboard mat, perfect for groups to use anywhere.
- Animatron–design and publish animated and interactive content that plays everywhere, from desktop computers to mobile devices.
- BrainPop coding games
- Build a website–a guide
- Chrome Experiments–geeky experimentation with programming
- I like programming video
- Kodu—game programming
- Learn to code
- Minecraft coding mod
- Pivot Stickfigure Animator–free, download, powerful, with a cult following
- Robby Leonardi–programmer–a game played about programming in the style of Mario
- Roboblockly–to teach coding and math, from UCDavis
- Stencyl–build games without coding with downloaded software
- Stickman–draw a stick figure and the site animates it
- Symbaloo collection for coding
- TED Talk on young programmers
This December will again host the Hour of Code, a one-hour introduction to programming designed to demystify the subject and show that anyone can be a maker, a creator, and an innovator. Last year, almost 300,000 students (age 4-104) participated from over 180 countries and wrote almost 20 billion lines of code. The 200,000+ teachers involved came away believing that, of all their education tools, coding was the best at teaching children to think. It’s easy to see why when you look at fundamental programming concepts:
- abstraction and symbolism – variables are common in math, but also in education. Tools, toolbars, icons, images all represent something bigger
- creativity – think outside the box
- if-then thinking – actions have consequences
- debugging – write-edit-rewrite; try, fail, try again. When you make a mistake, don’t give up or call an expert. Fix it.
- logic – go through a problem from A to Z
- sequencing – know what happens when
If you’re planning to participate in Hour of Code, here are activities by grade that will kickstart your effort. They can be done individually or in small groups.
Coding–that geeky subject that confounds students and frightens teachers. Yet, kids who can code are better at logical thinking and problem solving, more independent and self-assured, and more likely to find a job when they graduate. In fact, according to Computer Science Education, by 2020, there will be 1.4 million coding jobs and only 400,000 applicants.
December 3-9, 2018, Computer Science Education will host the Hour Of Code–a one-hour introduction to coding, programming, and why students should love it. It’s designed to show that anyone can learn the basics to be a maker, a creator, and an innovator. Here are ten unusual projects (each, about one hour in length) you can use in your classroom to participate in this wildly popular event:
- Alt Codes
- Coding with pixel art
- Human robot
- Human algorithm
- QR codes
- Wolfram Alpha widgets
December 3-9th, 2018, Computer Science Education will host the Hour Of Code–a one-hour introduction to students on coding, programming, and why they should love it, designed to demystify “code” and show that anyone can learn the basics to be a maker, a creator, and an innovator. Throughout participating websites, you’ll find a variety of self-guided tutorials that say “anybody can do, on a browser, tablet, or smartphone”. You’ll even find unplugged tutorials for classrooms without computers. No experience needed.
Coding–that mystical geeky subject that confounds students and teachers alike. Confess, when you think of coding, you see:
…when you should see
It feels like:
When it should feel like:
Computer Science Education will host the Hour Of Code–a one-hour introduction to coding, programming, and why students should love it. It’s designed to demystify “code” and show that anyone can learn the basics to be a maker, a creator, and an innovator. If you’re not sold 100% on the importance of computer science in a student’s future, watch this video:
Augmented Reality (AR) and Virtual Reality (VR) are buzzwords that every educator wants to know more about. They are two distinct functions. Kathy Schrock, columnist for Discovery Education explains:
Augmented reality layers computer-generated enhancements on top of an existing reality to make it more meaningful through the ability to interact with it.
Virtual reality is a computer-generated simulation of real life… It immerses users by making them feel they are experiencing the simulated reality firsthand.
The differences are actually pretty simple. Virtual means experiencing a world that doesn’t exist. Augmented means adding something virtual to the physical world.
The AR that most people are familiar with is Pokemon Go. This app was wildly popular because of the seamless integration of real and fantasy. Moving this sort of AR to education gamifies learning in ways that challenge creativity, critical thinking, and problem solving.
One tool that stands out in the creation and use of AR for Education is Metaverse.
What is Metaverse?
Metaverse has become one of the most popular AR apps in schools. It is a forever-free platform with no in-app purchases, no premium offerings, and no limits on what you can use on a zero budget. It blends a website for the creation of AR experiences with an app for their display, nimbly allowing users to create, share, and interact with their AR ‘experiences’ (or projects). It’s easy to use and requires no coding. Users can access a wide variety of AR games, lesson plans, and other experiences created by others and shared in the Metaverse ecosystem via the free app (reminder: Always preview these to be sure they fit your student group). For those looking for greater personalization, they can create their own on the website.