Articles

by Timothy G. Weih

Ph.D. Associate Professor of Education

University of Northern Iowa, USA
The purpose of this article is to describe a computer club that was based on the video game Minecraft in hopes that others interested in developing either a Minecraft Club or any kind of a computer club, will find this information useful. The club met in July of 2014 at a public library located in a rural town, i.e., under 10,000 population and not close to a larger city, in the Midwestern United States. The members were eight boys ranging in age from 9-12. The structure and organization of the club followed a format similar to a book club, but instead of a book, the main text was Minecraft.

Content
The club met on Mondays and Thursdays weekly during the month of July from 10:00 a.m. to 11:30 a.m., and the meetings were scheduled to fit around the library’s busy summer schedule. The meetings began with the boys gathering around an oval table in a small conference room. This was for the purpose of developing some camaraderie between the boys with the common association of Minecraft through discussion and sharing. The boys talked about the content of the game, their personal achievements, and updates to the game, and they set personal gameplay goals. In addition, the librarians, at my request, had placed numerous books related to the content of Minecraft in the conference room for the boys to browse through while they discussed the game.
The books included titles from the following categories: animals, farming, and crops; rocks, minerals, gems, metals, and mining; land features, biomes, and trees; tools and weapons. Each of these categories was further defined with specific items that were part of the game. Moreover, there were nonfiction and fiction books about survival, hunting, camping, engineering, architecture, smelting, masonry, and Medieval Europe-all topics within the game. The books were spread out on the conference table before the boys, and they would casually pick them up, browse through them, talk about the content in relation to the game, and the books were available for them to check out from the library. The purposes of the books were to help the boys see the relationships between the game, literature, and subjects of study in school, i.e., social studies, science, engineering, architecture, and math. Equally important, the books could help the boys have a deeper understanding of the contents of the game, thereby increasing their knowledge and enjoyment.

The boys also brought items from home to talk about and share that were connected to Minecraft (artifacts of the game). These items included things they made, books, action figures, legos, paper crafts, plush figures, clothes, and soft tools and weapons. The purposes of these items were to further build conversation around the contents of the game, thereby fostering a game-based culture within the club.
During the first club meeting, the boys were each given a booklet that contained a statement about the purpose of the club for the members which was to play and have fun with Minecraft and to talk about the game and learn more about the contents and gameplay with each other. The booklet had the meeting agenda, which was to first meet for 15 minutes in the conference room to talk, share, look at books, and set personal goals for gameplay for that meeting. This was followed by one hour of gameplay on the computers during which members can talk, share, and help each other. The meetings concluded back in the conference room for the last 15 minutes to talk about gameplay, achievements, and game strategy.
The booklet contained the club rules, which were the following: use school or library volume for your voices; when someone is speaking listen without talking; it is okay to disagree, but act kindly and use friendly words; and always let your club leader know where you are in the library, for example, if you go to the restrooms, or if you are leaving to go home. Finally, the booklet contained some basic directions for how to get started in the game and some essentials about how to play the game.
Following the conference portion of the meetings, which lasted about 15 minutes, the boys met at the library’s desktop computers to actually play the game. There were eight computers, separated into groups of four computers to a table, with a large library reference desk service area that separated the two groups. This was located in the central, open part of the library surrounded by the library’s bookshelves, and not in a separate room. The library had reserved and set aside these computers just for the club’s use. The boys played the game on these computers for the remainder of the club meeting time.

Reflections about the Club
Location
The library performed as a central location within the community that most of the boys were able to ride their bikes to, thereby providing for easy access for them. Some boys were brought by their parents along with younger siblings and the parents remained in the library browsing books, attending other programs with their younger children, or doing their own job-related work on their personal, portable computers. Sometimes the parents, along with the boys’ siblings, interacted during the time the boys were playing the game, thereby making the computer club more of a family literacy event, than a detached club. Additionally, other children in the library frequently stood next to the club members while they played Minecraft, which furthered a sense of community.

Schedule
The club met twice a week for four weeks during the month of July. There were many advantages for this type of schedule. Since the club met on Mondays and not again until Thursday, I had an ample time to create any materials that I saw the club members needed and get them ready for the next meeting. I also had time to work out any details that came up with using the library and the computers. Most importantly, the members had a long duration to get to know each other and develop trust and friendship, and this scheduled frame also gave me plenty of time to develop working relationships with the library staff.
Mornings worked out well because most adults from the community were at work and not using the library, and the hour and half of each meeting period gave us enough time to develop camaraderie before gameplay, and still have enough time to play the game. I had initially planned for the boys to meet back in the conference room to discuss their gameplay and have some kind of a conclusion or wrap-up for each meeting, but from the start, it was difficult to get the boys off of the computers, so this never did workout. So, to conclude, I would tell them when our meeting was almost over, and then they either left with their parents, or rode their bikes home.
Procedures
The club was structured around the format of a book club with the video game taking the place of the main “book” or text. Book clubs were planned activities that the library frequently held, therefore, something that was familiar not only to the library staff, but also to many of the children in the club. Giving each member a booklet that contained the purpose of the club, what happens during the meetings, club rules, and some basic directions for how to play the game, proved to be very useful. I saw many of the boys reading through the booklet during the conference time and using it during gameplay on the computers. The same procedures and rules were followed for each meeting, thereby lending a sense of stability for the children.
The Books
The library staff gathered several dozen books all related to the content of Minecraft from the categories and topics that I had given them. These books were placed in the conference room, and I scattered them around the oval table that the boys sat at so they could readily see them. Initially, the boys expressed surprise to see the literature connections of Minecraft, and
the boys frequently picked up the books and looked through them, but they did not bring them to the computers, and they did not check any out during the meetings. The reason for this could be that they were very focused on playing the game, rather than reading books. They may have checked out some of the books after the meetings or even at a different time while visiting the library. Seeing literature related to the content of the game, rather than only manuals on how to play the game, was a new experience for most of the boys, and one that may have delayed results, so I recommend keeping this component of the club.
The Artifacts
The artifacts were objects either self-created or purchased by the boys that were related to the game. This went over very well. All the boys brought items to talk about and share. There was some mock sword fighting that took place, but all in good fun. A standing source of anticipation, amusement, and challenge was to be the first one to spot the ever-roaming plush Creeper that hid in different locations around the conference room. I stressed that they could bring something self-created, and this is very important considering not all families have the same abilities to purchase items and specialty clothing. For example, one boy brought his self-developed journal of handwritten crafting recipes (a major component of Minecraft).
Library Spaces and Materials
The library conference room with its large, oval table situated in a smallish room with huge windows overlooking the library’s prairie gardens provided a place, away from the computers, during which the boys could develop some camaraderie with each other. It was a time to joke around, have mock sword battles, talk about new updates to the game, plan out game strategy, browse books, and to share personal Minecraft artifacts. I had hoped that we could also conclude each meeting in the conference room, but once the boys were actually on the computers, they did not want to leave until the very end.
The library computers were sufficient to play the game, but somewhat slow in loading it. The boys made good use of the time waiting with continued discussion started in the conference room. A major drawback was that the two tables of four computers each were separated by a large library reference desk area. This hampered collaborative gameplay since they all wanted to play together, which they could online, but they also wanted to be physically close to each other for talking, sharing, and helping each other.
The location of the computers in the middle of the library was somewhat bothersome for a few of the adult library patrons because of the noise the boys made while playing. Even though the game itself has very soft internal sounds, the boys got excited when playing and their volume would rise. The library staff were not concerned about this and said they just wanted the library to be an interactive learning place for children. Having the computers in a central location also made the gameplay component of the club accessible for the boys’ families and other children in the library who frequently participated lending a community context to the events.
I had purchased a classroom teacher’s version of Minecraft from Minecraftedu that I downloaded onto the library’s computers. When choosing this version, members, who did not have personal accounts, could play without having to purchase an account first. This worked out well, because several of the boys did not have their own account, and the ones that did, did not know how to log in with their user name and password. Since I already had a version downloaded on the computers, members were ready to play immediately.
Conclusions
This was the first video game club that the library had ever hosted and the first for all of the boys as well. The library staff were very supportive and helpful which made for a positive learning environment. The boys were very excited during each meeting to talk about and play Minecraft together. Even though the game can be played online with multiple players, these players are usually not actually physically with each other, and most of the boys had never experienced playing a multiplayer game, on their own computer, alongside the people they are playing with. When this happened during the club, collaborative gameplay took on multiple levels of communication with the boys helping each other, sharing roles and tasks within the game, narrating their gameplay aloud, and in essence, collaborative gameplay became very real and very exciting. A game-based culture emerged through Minecraft Club.

 

by Kostas Karolemeas

Computers are everywhere! In our smartphones, in our TVs… even in our refrigerators!

These incredible machines have changed the way we do things. Think about a text editor that helps us write down our thoughts. Also think about social networking and messaging apps that helps us communicate with each other.

Computers have also changed the way we think and make decisions. They give us access to information in ways it was not possible before. Think about the knowledge in Wikipedia and the power of Google Search.

They are arguably an extension to our brain! Imagine the power of being able to control these machines. We would know how to give them step-by-step instructions on solving a problem. Then we would just feed them with relevant pieces of information just get the solution fast and without getting tired. The solution that could make our personal of professional lives better!

The art of programming a computer (coding) is about putting together those step-by-step instructions. Everyone can master it. It takes time as it is the case with any art but we founded Allcancode just to make it doable!

Our game

We believe that the best way to master programming is by making it a fun process through games. Starting from younger kids (6 to 12 y.o.) we designed an adventure game where Marco is the main character. He starts a long journey towards learning more about himself. Down the path friends will help him and enemies will hinder him. Levels or series of them present a goal that the player needs to achieve by giving step-by-step instructions to Marco.

A writer of children’s literature provides the storyline. He works close with the game designer while the end result is validated by teachers in classrooms.

Our visual programming language

We have chosen a custom visual programming language over a real one. It is easier to understand and more fun to apply. Professional developers tend to argue on which is the best programming language. In reality there is no best or worst but more or less suitable for a specific problem / application. Once one masters the art of programming using any language she can then learn and apply any other really fast. The computer language is a means for expressing a solution so that the computer can execute it. The goal is to learn how to put together the solution in the first place. Our visual programming language avoids the syntactic sugar of real ones. This makes it easier to read and understand without sacrificing its expressive power.

Current Status

We have delivered the first 10 levels that teach simple instructions, repeat-n-times and repeat-while. The next 10 levels due in October 2014 will introduce if-then-else. This will complete the first set of levels. The next set will introduce the concept of memory (i.e. variables). In parallel that set will foster the development of simple algorithms. The goal is to gradually present goals, which are more difficult to achieve and thus require complex logic.

The game is available: For browser on Windows and Mac:

http://marco.allcancode.com

T h r o u g h C h rome S t o r e :

https://chrome.google.com/webstore/detail/run-marco/objdeaibfajdoeikopmgincdhjifjfle?hl=en

On Google Play for Android tablets (7″ and up):

https://play.google.com/store/apps/details?id=com.allcancode.runmarco

On iTunes Store for iPads:

https://itunes.apple.com/us/app/run-marco!/id919554969?mt=8

 

by Andrew Mills
http://www.bitsandbytes.cards

The beginning of the new school year in England heralded the introduction of a new curriculum for primary schools that was described by some as a “revolution in education”. In what was a world first, these changes include the study of computer coding.

The inclusion of computer coding is a move that should be applauded, especially given the increasing pervasiveness of software and the Internet. Twenty years ago the thought of shopping online was scoffed but since then the prevalence of the Internet has grown exponentially and this is set to continue and escalate well into the future. We see children using tablet devices and computers now, and instantly think these children “know computers” or that they are experts in computers, but nothing can be further from the truth. These children are simply adept at operating an interface, not a computer. If this continues then this generation of children will be nothing more than passive consumers, unable to influence products and services of the future. If we want this generation of children to be a generation of creators then they need to understand computer coding.

Boys playing

This is not to say that every child should be a computer programmer when they grow up but given the current trajectory of technology it will be important for them to be able to understand how computers work and the way computers approach a problem. In the future computers will touch every facet of their lives.

By including computer coding in the national curriculum we are preparing our children for the future, but are we?

In some respects referring to it as “computer coding” in the curriculum is a misnomer (especially for children in KS1). What is actually being taught is the mindset – the ability to approach a problem and devise a step-by-step solution to the problem. What is actually being taught is logical thinking – but I guess calling it “logical thinking” isn’t as sexy on the curriculum as “computer coding”.

I shake my head with despair when I read about primary schools and parents rushing out to buy tablets and electronic devices for children in KS1 classes simply so they can comply with the new curriculum. These purchases stretch already over-stretched budgets and why are we going down this path when there are countless studies saying we should be limiting the amount of “screen time” children have each day why are we encouraging more screen time? I know my children don’t need another reason to stare at a screen.

Over two years ago, before the announcement that computer coding would become part of the national curriculum, I was grappling with this same issue – teaching children the fundamentals of computer coding with a computer or expensive electronic device. After several months I had the answer – a card game. A card game called “Bits & Bytes”.

Bits & Bytes teaches computational thinking (or as I prefer to refer to it – the fundamentals of computer coding) through a simple card game that children of all ages have fun playing – no computer or knowledge of computers is required.

The rules of the game are simple.

Facebook ad_Code Instructions

Between two and four children can play at once. Each child takes their turn in moving their “programme” (which resembles a monster and their home planet is called Ram), with the objective being to get their programme home. They take it in turns issuing instructions – turn right, move forward, turn around and so on. If they uncover a wall in front of them they cannot move and need to think of another way to reach home. Sounds simple right? And it is.

But that’s just the basic rules – this is where the children start getting creative – and creativity is incredibly important for computer coding (coding is one of the most creative industries).

If the child uncovers a bug they can be sent back to the start or they can play a different rule where they send somebody else back to the start (for children playing who are age 4-5 we recommend everybody goes back to the start). If they uncover the dreaded overlord, Seepeeu (pronounced CPU), then everybody is captured and sent back to the start. Or the children may be very lucky and discover a precious gem like a ruby on Earth but is called a “Function” on the planet Ram. If they discover this gem then the child can play this card and create a function – for example: IF THEN; or DO UNTIL

; the limit on the function they create is their imagination.

After a few times playing, children start creating their own rule for what each card does, which is great. We want children to be creative.

If children master this level of play then it can become more difficult. Either the children can put two or more decks together, making the game grid much larger and thus more complex, or they can even write their very first computer program (without using a computer). In this version of the game, each child takes it in turns to lay out every step in advance that is required to take their programme from start to home. They then run their programme through each step/instruction (effectively a line of code). If they encounter a wall, a bug or the dreaded Seepeeu then their sequence of instructions doesn’t work and they have to debug their code. While they do that the next person has their turn and so on.

This entire process of laying out their code in advance and then debugging is the exact same process as writing a computer program and the children are doing it without a computer (and in most cases they don’t even realise they are coding). Their eyes light up when you explain to them what they have done.

But the game does much more than this. Every part of the game has been designed to make children feel comfortable with computer coding – ready to actually code. The terminology in the game (for example: the character names) uses common computer terms. The font used is commonly found in coding user interfaces. The backstory of the game explains how computers basically work.

Why a card game you might be asking? Out of all the potential formats Bits & Bytes could have taken, a card game provided the most flexibility and encouraged the most creativity. If it had been a board game the players would be limited to the extent of the board, if it were an app the player would have been limited to what the programmer of the app allowed, but a card game is different. Children can increase the game grid to make it more complex (or decrease the size of the grid to make it easier), they can change the rules, and within the same game it’s easy to have different versions of the game to suit the more advanced children.

Not only that a card game is affordable (the price of one cheap netbook is the equivalent of 10 games of Bits & Bytes, which up to forty children can play at once), it doesn’t take up space, children from age 4 through to age 11 can play the game, it doesn’t matter if they can use a computer already or if they are a boy or a girl. It’s a card game.

Children play Bits & Bytes and they are learning computational thinking – the fundamentals of computer coding. To be precise, they are learning:
• Problem solving – Breaking down problems into their components
• How a step-by-step process leads to a solution
• The sequencing of instructions (and once a child has mastered the game they can create their own programs – just like real coding)
• Algorithms (an algorithm is a series of ordered steps taken to solve a problem or achieve an objective)
• Developing a logical mindset
• And much more, and all without a computer or any required computer knowledge on behalf of the teacher or parent.

My background is in computer programming. I’m passionate about it and teaching children to code (I volunteer to teach coding to children in years 5 and 6 at the local primary school). I’m so passionate about teaching children to code that when it came to funding the first production run of Bits & Bytes (through crowd funding) I wanted to not only raise funds but also raise games to donate to primary schools in the UK. At the time of this article we have raised almost 150 games that will be donated to 15 primary schools – that’s 15 primary schools that will be able to teach up to 40 children at once the fundamentals of computer coding at no cost to them. It’s something I hope to be able to continue in the future.

Web Based Programs

crunchzilla

http://www.crunchzilla.com

play my code

http://www.playmycode.co.uk

app inventor

 

 

http://appinventor.mit.edu

imageshttp://scratch.mit.edu/
sploderhttp://www.sploder.com/ Tynker-programs-1024x608http://www.tynker.com/ 
Screen shot 2014-07-13 at 01.17.41http://codekingdoms.com/ Screen shot 2014-07-13 at 01.20.34 

 

 

 

TES i-Board resources 

 Screen shot 2014-07-13 at 01.23.39 

http://www.codemonkey.co.il/

Screen shot 2014-07-13 at 10.06.17 

 

http://gamestarmechanic.com/

 

Screen shot 2014-07-18 at 09.28.16

 

 

 

 

http://www.j2e.com/j2code/

Programs for your PC/ Mac

 

Screen shot 2014-07-12 at 09.53.01

 

As a university lecturer in a computer related subject I as invited last year to run a CPD workshop for computing teachers from local schools, introducing them to some technologies that they might use on STEM projects. I hope they learnt something from the sessions, but what I learnt from them was that they were very excited, but also apprehensive about the new computing curriculum.

There seemed to be a pretty good consensus that at KS2 the go-to tool was Scratch. Both teachers and pupils loved it and were keen to show off any number of fun projects they’d produced. They loved the immediate feedback, and being able to build programs from simple blocks.

However this relaxed confidence disappeared abruptly somewhere around KS3. At this point there was a vague notion that they should move on from Scratch to something more serious, but there was no clear plan as to what that might be. There were mumblings that Raspberry Pi was supposed to help, but no real idea what it was good for. Python seemed to emerge as a grudging consensus, but not with any enthusiasm – rather that people had heard that other people were using it and they probably should be.

Both staff and children appear to be getting lost in the transition from Scratch to “real” programming. To address this we need to consider why and when we transition from Scratch, and subsequently why children who were happy and enthusiastic working with Scratch fail to successfully transition to (for example) Python.

Why Stop Using Scratch?

The first question “Why stop using Scratch?” is actually quite tricky. Why isn’t Scratch suitable for KS3, KS4 and beyond? The obvious answers: “Because its just for beginners”, or “its not powerful enough”, are quite simply wrong. While its true that Scratch has limitations, most seriously with respect to data structures, children in KS3 are almost certainly not scratching the surface (sorry!) of what it can do. It’s possible to implement many degree level algorithms in Scratch. In fact Scratch’s model of parallelism is far in advance of most other common programming languages.

It may be that Scratch’s worst enemy is it’s logo – the same cat that made programming friendly in KS2 looks childish to the cynical minds of KS3. Scratch simply looks like a KS2 program. It would be interesting to compare how older children would approach a version of Scratch with more age-appropriate art work.

However artwork alone isn’t enough to keep Scratch viable for more experienced users, regardless of age. The real reason to move on from Scratch is that graphical programming is tedious. Like a menu in a restaurant it provides helpful suggestions as to what you might choose, but if you already know what you’d like, then looking for it in the list of available meals is tedious. New Scratch users can browse the tools palettes until they see something they think might help, but experienced programmers become frustrated looking for the block they’ve already decided they need.

Why Not Python?

At a certain point programmers become sufficiently experienced that they’re ready to write code rather than choose it. So why might they fail to transition to Python? It would be easy to pick on Python here, and note that it has a number of problems. It also doesn’t help that Python has attracts the type of programmers who love to show off all its quirks and features. All the strange features you can do that Python advocates love are best kept away from children. (If you Google “python hello world” the current top result is a post asking why the exact code recommended in the second search result doesn’t work.)

However the real problem isn’t Python’s fault. The real issue is that any mainstream programming language would be big leap. We’re asking novice programmers to go from “choosing from the menu” to “invent your own meal”. While they should be ready to do that (if not stick with Scratch), they’ve been training to “pick their own Pizza toppings”, and suddenly they find themselves in an Indian Restaurant. Not only are they asked to create a meal by themselves, but the whole meal structure is completely different to what they’ve seen before. Scratch programmers ready to move on from choosing to writing are ready to write Scratch. It’s a big leap to go from choosing in Scratch to writing in Python.

Writing Scratch

If Scratch is more powerful than we give it credit for, and the only obstacle to writing more complex programs in Scratch is the graphical programming paradigm, then the obvious next question was “what is it like to write Scratch?”. What would Scratch look like if you took the blocks and GUI away, and just kept the bare, text based language? The short answer is surprisingly powerful and nice to work with!

I implemented a compiler which would handle text files containing almost exactly the same words found on the Scratch blocks. The new programming language “Sniff” implements all of the blocks from Scratch 1.4, with the exception of those relating to sprites, as these of course don’t exist without the GUI. The only significant change is that variables are now declared as being either numbers or strings (or lists of number/string) as this allows the code to run efficiently and effectively on low powered machines.

Screen shot 2014-07-12 at 08.07.13

 

Programs like the above are essentially identical in Scratch and Sniff, which means pupils bring their Scratch experience with them, and can immediately start creating in Sniff. In fact the transition can happen gradually, and at the students own pace. Long before Sniff is formally introduced teachers or children are likely write something similar to Sniff on the board, without suggesting its anything other than Scratch. It’s perfectly reasonable to support both languages in parallel: either moving stronger children to Sniff, while others retain the support of Scratch, or even allowing children to build code fragments in Scratch before typing them into Sniff.

Being Engaging in a Screen Based World

When I got my first computer the first program I wrote printed my name on the family TV set. Its impossible to overstate how big a thing that was. Televisions were the only screens we had, and TV was something that was sent to us by “the powers that be”. To have your name on television was totally subversive, and was in a very real way the first steps to the screen based environment we have today. While broadcast television is still important, developments from those first home computers (and first home computer users) have democratised our screens to the point they’re ubiquitous. Unfortunately this also means the appearance of a screen is no longer exciting in the way it was when home computers were new.

Sniff can be run on a desktop computer, but it most of the work is targeted at Raspberry Pi and Arduino. To flash an LED on an Arduino the Sniff code is:

make LED digital output 13

when start

.forever

..set LED to on

..wait 1 secs

..set LED to off

..wait 1 secs

which takes us effortlessly from the GUI based Scratch into physical computing. Being able to engage with the real world beyond the screen creates real opportunities to integrate computing into the wider curriculum, controlling robots, controlling stage lighting, displaying a heart beat  logging weather, and measuring the speed of toy cars have all been implemented in Sniff with only a few lines of code, and provide a jumping off point to explore other issues. Writing code to “actually do things” rather than just display things on screen is perhaps the most important tool for promoting computing engagement.

Getting Involved

Sniff is free to download, and currently runs on Mac, Linux, and Raspberry Pi. Compiled programs can be run on the host platform, or on an Arduino board. While Arduino is ideal for physical computing, you can also use the Pi’s GPIO ports. Writing code to handle Pi boards such as the PiBrella, and 7Seg is often easier in Sniff than using the provided Python library.

I’m in the early stages of taking the system out into schools, so if you’d like to get involved, download an install the code from www.sniff.org.uk. There’s demo code there, including a bunch of physics experiments just waiting to be turned into lesson plans.

ABOUT THE AUTHOR

IMG_3253

Ian Stephenson is a lecturer at the National Centre for Computer Graphics at Bournemouth University where he teaches computing within an art based framework. Through the University’s Centre for Excellence in Media Practice, and STEM outreach programs he is also lead developer on the Sniff, post-Scratch programming language.

 

by Elliott Plumb

3 ways you can engage primary pupils in ‘Computing’ during your first year of teaching

Whether you are about to enter teaching or you have just finished your first year, there are always subjects that you feel you haven’t sunk your teeth into as much as you may have wanted (P.E. for me!). There may have been timetable clashes; a lack of resources or it may be a lack of confidence in the subject (Again, P.E. for me!). Computing can sometimes be that subject. 2014 will see huge changes for the Computing curriculum. ICT has evolved into ‘Computing’ and with the name change comes a huge shift in the content we are required to teach. Out go the PowerPoint presentations and spreadsheets and we welcome coding and algorithms. This article aims to provide three ways in which you can make the new Computing curriculum easier and more engaging for the children in your class.

Resource Awareness:

A fantastic aspect of teaching is the community you are immersed in. As an NQT most teachers are willing to help and assist you with your practice. The same goes for the borough you work in and any education centres that you may be fortunate enough to have in close proximity.

Before you begin sweating over all of the new technical vocabulary, go along and see your Computing co-ordinator. If there is not a co-ordinator, ask your phase leader. Some schools have a Computing suite and some have trolleys of iPads and laptops. Importantly, every school should have a range of technology that you could incorporate into your lessons. Flip Cams, Raspberry Pi’s and a whole host of useful programs could all be available in your school. Don’t forget to ask staff for successful Computing lessons they may have completed in the past. They may even offer you the planning they used. You don’t ask, you don’t get!

Looking beyond your school is also a great way of finding useful Computing resources. There are so many different (free) resources available to schools from your local borough. Some boroughs have centres with computer suites that can be used by local schools for free. This could be a brilliant opportunity if your school lacks the resources you might be looking for. Do your research and search wide for what free resources are available to you.

Lastly, Education Officers and Advisors that are spread across your borough can be a great help. These people come in many forms; some work at local museums, some are class teachers and some work at your local Civic Centre. Developing strong links with the local council can provide amazing opportunities. They often have a great vision and access to resources that you might not have thought existed!

Cross Curricular Planning

Another way in which you can flex your Computing muscles is to assure that you consider Computing in all aspects of your planning. Whatever the subject may be, ask yourself – Could I incorporate any computer skills here? From Literacy through to Geography, you could take your topic of choice and make links with the new Computing curriculum. Not only will the children enjoy it but it could also give them a chance to consolidate learning. Children could make a game using ‘Scratch’, they could build Lego robots or you could use iPads to make animations or films. The possibilities are endless.

Pupil Involvement

Finally, you must not underestimate the prior knowledge that the children of today have when it comes to technology and computers. Pupils have been an invaluable resource for previous projects as utilising their knowledge has benefitted everybody.

Ways in which you can involve children in the teaching of the subject can range according to how comfortable and confident you feel about your class and their knowledge and behaviour. Discussions as a class about their knowledge before you begin planning can be an extremely informative guide. Generating a discussion can draw out how much the children know already. This allows you to differentiate into ability groups and also differentiate the questioning in your planning.

Pupil-led computing sessions whereby particular children take the lead in groups and troubleshoot issues that may arise is worthwhile not only for the pupils, but for the teacher too. Being brave and letting the children guide the learning and the discussions can be hugely beneficial and more enjoyable for everybody.

2014 will see almighty changes across the Computing curriculum. Many schools are ready for this change and can offer fantastic opportunities and resources. If you are applying for a post or interested in taking on Computing in your current school, ask a plethora of questions about resources and where the school is going next with Computing. Computing is taking an extremely exciting new direction and rather that shying away, embrace it and let the children run with it!

 

by Jamie Mortimer

Children and young people love our phones. I don’t mean landlines, a practically obsolete piece of technology that we all rent for a monthly fee just so we can then pay another monthly fee to get an internet connection. I’m talking about our mobile phones, and more specifically our smart phones. It’s not a surprise. From the moment our children are born they see us holding them, looking at them and talking to these little shiny boxes. The same applies to tablets. When we grew up we used to see our parents reading the paper, reading a book, using a telephone, writing letters and having a cup of tea with friends. Now we do all of these things on our phone or tablet.

My son is nearly 7 years old. One of the first phrases he uttered when he was little was, ‘oo tube’. He knows that Facebook is a website. He knows that people post messages on twitter. He knows that you need a wifi connection to get on the internet. He knows what the internet is. He knows that an iPhone, an iPod and an iPad all use an iTunes account. He knows what an account is and why you would give your personal information to create an account.

So when he was 6 he was given an iPodtouch and I’ve stuck to a few very simple rules when it comes to him using it. Let’s start with the device. Its setup using my iTunes account, which means I get the email invoices for all purchases once a week. So what did I lock down? I kept it straight forward. No Safari; that’s the internet browser, so he can’t get on to websites with his device.

A password is required to purchase apps; this includes free apps as you still have to technically ‘purchase’ the app. No Facetime or iMessage app; that means no video chatting or text messaging to anyone, and that’s it. He can then do pretty much anything else; I don’t need to block content based on age ratings or content as he can’t get access to it anyway. You’d be surprised how easy it is. You just go in to the settings and restrictions and you literally toggle the apps on/off.

We have just two rules. Firstly, I look after it and he has to ask when he would like to use it. The second and most important rule is that he only gets to use it downstairs. I’ll explain. I need to monitor what he’s doing on it and his behaviour or how he responds as he plays games or reads books. It’s my job to make sure I promote acceptable behaviour and make sure he isn’t accessing inappropriate content. When he gets older and I do grant him access to the internet I want us to have formed a relationship of open trust when it comes to discussing what he has read and viewed on the internet. Once he has access to the internet it’s going to be crucial that he isn’t using his device on his own in his bedroom. If he’s been allowed to use it like that before, he isn’t going to want to change his behaviour because ‘he’s always been allowed to do it that way and it isn’t fair’ and he’d kind of have a point. Here’s the warning shot across the bows though. We all know technology changes at an ever increasing pace and that’s where I was caught out very recently. His favourite game at the moment is Sonic Racing and it pops up that there is an update, so he updates it. He even tells me he’s got an update and he’s going to download it. Brilliant! Thanks for telling me; I’m really pleased you told me. Well the next day I can hear machine gun fire. Mobile gaming is shifting towards more free apps with ‘in-app’ purchases to enhance the game play. This means games allow you to purchase tokens to buy extra content and features, and to draw you in (and generate advertising revenues) they give you free tokens for watching adverts. These adverts typically promote other apps you might want to buy and download and there is always one for a game that requires you to blow the head off something or a zombie dripping in blood. It may only be 20 seconds but its 20 seconds you don’t want your 7 year old to be viewing, at least not for a few more years. He now knows he must not view the adverts and thankfully we are well on our way to developing a healthy respect towards technology together.

Community Learning and Skills Development delivers courses across Suffolk to complete beginners  to gain confidence in using technology and the internet safely and also to support parents or carers with promoting safe use of technology to children and young people. To register your interest or enrol on a course in a centre near you contact us on 0300 456 2050 or at our website: www.clsd.org.uk.

Happy and responsible gaming!

Jamie Mortimer

uk.linkedin.com/in/geekylearner

@geekylearner

jamie.mortimer@realisefutures.org

You are only limited by your creativity

I introduced some web 2.0 tools in education for our commenius project meeting in Estonia (March 24-29, 2014). The project was called ‘Citizen of Care-land’, 2013-2015. Teachers from 12 European coutries attended the conference, amongst them my school, Pujanke Elementary School. I decided to make a presentation and show it to the teachers in order to bring them closer to some of the web 2.0 tools. My main aim was that teachers returned back to their schools and disseminated their findings about web 2.0 to their pupils, as our project’s aim is to use ICT amongst teachers and pupils. We have our Twinspace (private area of our project) on the E-twinning platform, where we share all project activities. Teachers and pupils have their separate areas to communicate with each other, upload and share photos, videos etc. Our project is focused on pupils activities; pupils make presentations showing a certain activity and then present them at each project conference. I therefore first decided to show them how they could improve their presentations by using Prezi tools for creating presentations instead of the more traditional Power Point.

My presentation for that purpose was created in Prezi, and it was interesting that teachers could learn how to navigate with Prezi whilst they were watching at the presentation at the same time. All of the teachers were in front of the computers, listening to me and following the steps. First, I explained what Prezi is; that it is a new way of creating, collaborating, editing and sharing user-generated content online. Prezi allows you to design your own distinctive, eye-catcing presentations.

I also showed them that these presentations can be flowing; that they can arrange text and images in any way they like, they can also choose the order and amount in which each element will be zoomed into. I then explained the process for creating an account on Prezi.com (I suggested setting up a free account for the first time). Finally, I showed them how to create a presentation after creating an account simply by clicking on ‘New prezi‘ and using basic tools on a blank canvas (A place where you create your presentation). The teachers were fascinated with the fact that they become like artists in Prezi, where they decide about the appearance of their presentation. I showed them ‘a wheel’ that gives them easy access to all of the main tools where they simply clicked and dragged what they wanted. If they wanted to write something, they could just double-click anywhere to begin typing. It was very interesting when they realised that they could insert files (pdf, power point, video, photos..) into their Prezi. I also introduced them to very important tools in Prezi, to paths that allow them to create the order of their presentation after they have put all the text, videos, photos etc. Using paths, they began clicking on the element they wanted to zoom into first and they continue clicking on each object in the order that they wanted them to appear in their presentation. I highlighted that they can always edit everything. Finally, I showed them that they can edit, delete or download Prezi, and what is more important, share Prezi using ’embed code’ or copying the link. We shared our Prezis on the educational platfrom E-twinning, on Twinspace. In May, during our Project conference in Spain, pupils had the task to create presentions about ‘Women rights in Europe’, and the great surprise: – many presentations were created in Prezi. It was great!

The second tool that I wanted to introduce to them was Voki, a speaking avatar vokithat is a great tool for classroom activities and makes learning fun. I wanted teachers to incourage their pupils to communicate with pupils from different countries using Voki. Voki can easily be embedded on our Twinspace, so we decided to create virtual presentations with Voki tools. Voki is a very simple tool, on www.voki.com you create your username and login. When you enter, you decide upon the appearance of your Voki character (you can choose a character that is similar to you or not), and when you click ‘Customize your character’ you can change the colour of its eyes, clothes, even the colour of the skin etc. The most important is to give your Voki a voice, and you can select from a few options how to do it (recording with a microphone, uploading an audio file or the easiest option – you just type in your text). After you have typed the text, you can even choose the language and the voice and accent of your avatar. Sharing Prezi is also great (you can email your Voki, copy the link or embed the code).

Our pupils use Voki to communicate with each other about ceartain topics, they like it very much as they find Voki interesting and funny. Our teachers have made their own Vokis too and shared them on E-twinning to present themselves to other teachers. My final tool was Glogster – online interactive posters that allows you to combine text, pictures, graphics, video and audio into an interactive poster. I wanted to introduce this tool to teachers in the project, because in our project we have pupils visits other countries, not just the teachers.

glogster-screenshot-jpgPupils from one country host pupils from another country in their home. I found this tool great for introducing each other, making a poster of him/her, and he/she can write, draw, add videos and everything else that chracterises him or her. In this way, our pupils learned about each other, and made closer connections before their visit. They enhanced many skills using this tools-creativity, effective communication, student collaboration, literacy skills etc. It can be done in a short time, so our pupils used this tool .You simply register at Glogster edu, write some info about yourself and start playing by clicking and dragging text, image, graphics, video, sound etc, and share your Glogster on website or somewhere else. Our pupils shared their Glogsters on the Pupils’ area on Twinspace, and through email.

I encourage my colleagues all the time within my school, within the project and my pupils to use ICT as it is fun, creative, and pupils learn faster through games without realising that they are actually learning at the same time.

Gifs and Me

Way back in the mists of Web 2.0, when YouTube was a glint in Google’s eye and Wikipedia was Encarta’s weedy rival, I built a website. I had neither the finances, nor the time, to buy and learn to use Flash. So, to give my site a bit of pizazz, I used a fair old sprinkling of downloaded Gifs. Not too many because they can be pretty distracting and, besides, in those ISDN days they slowed page loading to a speed that allowed you take a comfort break…


ML Home animWhen I came to build my new, improved site I had acquired Paintshop Pro which came with an applet called Animation Shop. Animation Shop lets you create or edit Gifs frame by frame or by adding effects and transitions to images. You can download it these days for free, and it’s still very useful, although the user interface betrays its age and it possibly won’t run on Windows 8. I’m still very fond of some of the Gifs I created with Animation Shop.

I thought little more about Gifs for some years, until I began to become aware of a re-birth through Tumblr sites I was visiting; but it was only when I chanced upon Zeega that I became really interested once more – enough to start making gifs again. Zeega allows you to acquire gifs through giphy and mix and match them with text, and Creative Commons licensed stills and music. Zeega’s main man Jesse Shapins (of luxuriant beard) gives an excellent starter tutorial here. I was particularly interested by the simple way multiple gifs and stills can be made transparent and layered allowing creative combinations. Completed zeegas can be embedded in sites and blogs.

The great advantage of the gif is that it is an image format not a video, which gif2means it can be added directly to a web page or included in a presentation without the need for video uploading to a host. Making gifs has certainly come on a bit. Complex and sophisticated work has given rise to the idea of gif as an art form My daughter’s phone made a gif from a series of pictures she took, without even asking her. There is currently a brief history of the gif on Zeega – all told with gifs, of course.

Making Gifts

Googling ‘making gifs online’ produced a swathe of sites, all offering free conversion and editing of online videos. The ones I tried worked pretty well, but when I got interested in making my own stuff again, I wondered if there was a free download for desktop use. Need I have wondered? Several arrived complete with irritating toolbars or apps which caused me to uninstall them immediately – and the junkware… (Note to self: do not download free apps when tired).

gif3 Finally I came upon Instagiffer freeware, with a pleasantly functional interface and all the video-to-gif functionality I needed – and no ads or – erm – troubling – toolbars. It allows the clipping of online video or will convert your own videos. You can also capture gifs from any moving item on your screen. Clips can be edited from your chosen start-frame to end-frame or individual frames removed by double-clicking. Size and quality can be adjusted. Images can be cropped. There are even some special effects. The finished gif will save to a folder of your choice. The only thing I’ve found missing is the ability to identify the number of plays, but Animation Shop can do this with your finished gif if you wish and maybe to add a cross frame fade as well, to smooth the characteristic end-of-gif ‘jerk’.

After giffing about a bit with my own and online videos, I wondered about screen capturing video from other tools that will animate images, like Photo Story 3, for example, which creates a ‘Ken Burns’ video from stills. And then I tried screen capturing from Powerpoint.

If you have never tried Powerpoint’s object animation button for fear of having your presentations sneered at, now’s your chance to play. The custom animation sidebar allows a surprisingly large amount of flexibility including drawing paths for the objects to travel along, delays and multiple animations at the same time. Do choose the advanced timeline as you can drag the animations to the length you require. You will only need to screen capture the animation Play preview window (rather than the full screen) as it’s plenty big enough for a gif.

Finally it occurred to me that by inserting the gift you had just made, into a Lightbulb
PowerPoint page, and adding a mask on top (a picture with a transparent hole in it) you could create shapes with animated insides. You can do this too with the Powerpoint animations themselves. To make a mask, remove the insides of a simple line image. This easily be can be done by using the ‘magic wand’ selection tool of any half-decent image editor (I use Paint.NET). Save it as a png. or gif, as JPEGs don’t do transparency. Bring it to the front of your stack of Powerpoint objects with the animation paying behind the ‘hole’. Using Instagiffer’s screen capture tool you can end up with a TV with moving images on the screen or a boat full of swimming fish. My current personal favourite is a lightbulb with a firework display inside i.e. lots of brilliant ideas!

Capture with Instagiffer and the surrounding blank page area can be cropped. I use white pages most often but you could colour your mask the same colour as your page. If you want a completely transparent surround for your gif the Online Image Editor (no signup) has a transparency wizard that will do this for you.

Two more gif must-haves

If you have never seen, or previously written off, the Pivot Animator freeware, download it now and start playing. Peter Bone, the deviser of Pivot has fairly recently produced the first non-beta version 4, which will animate objects (sprites) as well as stick figures. Pivot animations will now save as gifs or video. There’s a good support site too. Microsoft Research offers a free download of Cliplet which allows the creation of those animations with still backgrounds (known as cinemagraphs). It comes with free tutorials. Some fairly sophisticated animation can be achieved. In the classroom this could involve detailed planning and editing while using very short action clips which might take only a couple of minutes to capture saving groups wandering around with cameras for hours. The file sizes are relatively small as only part of the screen is animated, which means you can have pages full on your class blog…

Gifs in use

gif5There is something strangely compelling about the animated gif. Students love them. There are some truly beautiful gifs out there as well as a fair collection of the dull, obscene, sparkly or limp – pretty much like the rest of the web. They certainly add visual interest to your presentations. If, like me, you are a fan of Inanimate Alice you’ll have some great models for writing with animation.

I’m getting interested in the language of gifs. All stories need some form of punctuation: pauses, full stops or slow fades for example. The animated gif sits between a still image and video. It plays without the need for action on the viewer’s part.

Naturally movement is key but in a story perhaps they need to loop without over-obvious junctions to convey a sense of continuity. Perhaps, like all punctuation, it best signals a changeover. My Magic Lantern animations were headings which hinted at the page contents. A blazing fire could be the beginning or ending of a piece and used to symbolize leaving or arriving home; ripples on water: dissipation or a response to a whim…

Gifs can allow for close observational writing. Action clips could be used as scenes from the middle of a story, for which students can suggest, or write, beginnings and endings.

Simple, moving diagrams can be made by you or, even better, students collaborating, to demonstrate processes in Science, Technology and Geography and assembled on a shared Padlet wall. 

gif6Now, if all this has whetted your appetite but the techtalk has left you cold, you’ll perhaps be glad to know I’m in the middle of planning, writing and recording a free online course, DIY GIF , covering all this and more. It should be finished by the end of August. So keep your eye on my Digital Glue blog for regular updates on the progress of the work. You could be making some lovely autumnal gifs or maybe even moving scenery for your Christmas Production.

And have some very engaged learners…

Tim Brook

http://www.digitalglue.org/

More gifs


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Old man walks ripples Switch Whatnogifs MQ