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The first teachmeet in the capital of Norway took place early in January, in the University of Oslo. Forty teachers and some representatives from ed-tech related businesses and startups attended, many more watched the live stream. This is part of a strategy to bring teachers and developers together in an ed-tech cluster, and a decent way to kick off a new year.
A teachmeet is a good way to meet other teachers, share practices and get updates on educational technologies. There is an abundance of excellent ideas and relevant technology out there, but content in school does not change by itself. Enthusiasts and professionals need support and motivation to keep up their good work. Distances in Norway can be difficult to overcome. The distance from Oslo to the Russian border equals a trip from London to Istanbul, and since there are far less people living there – they seldom meet.

The teachmeet in Oslo was organised by Digitalpedagogene, the Norwegian answer to CAS and similar organisations and companies who train teachers in technology and pedagogics. There are two different types of teacher educations in Norway, the Universities and the “lærerskole”, academies who are less oriented towards research. Both Universities and Academies are having a hard time keeping up with the development, and this is one of the reasons why private companies like Digitalpedagogene are in demand.

Building an arena for ICT in schools is important to the Oslo region. Every year, swarms of Norwegians seek out the BETT show in London – to get new impulses from abroad, but first of all to meet other Norwegians who are interested in school and technology. Some are there to sell, some are fierce network builders, and some are just there to hang out, but in the end, they are all part of a movement who agree about one thing: there is an urgent need for change in education, and ICT is bound to play an important role. The emerging coding movement, “Lær kidsa koding”, has also had an important impact.

norway1

First, there was an interesting introduction from a local celebrity. Professor Sten Ludvigsen, head of the advisory commission working on “framtidens skole”, the future of Norwegian schools, presented his views on what direction he would recommend to the politicians. A short resume: Cross- curriculum and problem based learning, self-regulation and collaboration – everything normally associated with the 21st century skills movement – is the recipe to success and innovation. It remains to be seen if politicians will choose to listen to Ludvigsen, one can only hope.
Norwegian schools have a tradition for being progressive and student centred, but the last ten years have been different. Old fashioned governance of schools and increased focus on teach-to-test has cemented the contents in schools, forcing teachers to take responsibility for school development themselves. The national authorities have also delegated responsibility for schools to a communal level, which has led to bad investments, confusion and increasing differences. As a result of this system failure, teachers went through a bitter strike last year, and the wounds between school leadership and teachers still need some mending.

A teachmeet must be both informal, informative and entertaining, but nobody expects anyone to have the qualities of a stand-up comedian and a professor in education sciences at the same time. Still, those attending, got excellent presentations on gaming, Arduino and robotics, the use of iPad in music lessons, Minecraft in kindergartens and how to use fan-art as a learning method. There was enough content for several teachmeets, and there is hopefully still more to come.

This was the first teachmeet in Oslo, and there will be many more. Once the word spreads, and more teachers loosen up to the concept, there might be hope that a new tradition has been born.

On 18th October Staplehurst School celebrated Code Week UK in style with our 2nd U Can Too – Mozilla Maker Party.  We saw visitors not only from our own school, but many schools from the local area, as well as schools from as far afield as Snodland, Romford in Essex, and Surrey. We even had two lovely visitors from Korea, who were performing government research on the UK Computing Curriculum.

U Can Too was so busy that we couldn’t register everyone who walked through our doors, but we do know that we had more than 350 who came along and gave coding a go at our event.  We were exceptionally lucky to be invited to apply for a grant from Google, even luckier to win that grant!  Our 1st U Can Too event saw just under 100 people attend, so we increased our publicity campaign and added many new activities; both enabled by the funding from Google.  With such an increase in numbers attending we were pleased that we made the right decisions and thoroughly excited to see families working together to create so many different coding based projects and having so much fun.

Our activities were very varied, including unplugged coding activities, like our giant version of Robot Turtles as well as the more obvious choices, such as Scratch.  We also had activities that we made ourselves with some good old-fashioned wood, these were very popular, especially our ‘Crack the Code’ game and our ‘Sphero Maze Challenge’ both of which our Code Club got the chance to get in on the coding.

Here are some of the other activities that our visitors spent their 2 hours doing: Giant Voice Controlled Human Crane, Life-Size Robot Turtles board game, Mozilla X-Ray Goggles, Sphero Maze Challenge, Sphero Arena, FUZE Raspberry Pi’s, Code Club Scratch Creation – Crack the Code, Scratch programming, Scratch Jr, Looming with algorithms, Zu3D Animations, Soldering, Minecraft, Lilypad eSewing, Electric Paint.  We also had a shop and an eSafety area.

There is more info on our event blog, please find the link below:
http://www.staplehurstschool.co.uk/school-events.php

As well as our U Can Too event we got up to many other activities during Code Week UK.  We delivered training to parents sharing with them several of the programming tools that are available to their children at home, we took our Digital Leaders along to present an ‘unplugged’ coding workshop at Code Week UK’s London event, which was an amazing experience for us all and our Key Stage 2 children presented an eSafety Expo, including acting, singing and debates on a variety of eSafety topics.  As well as all this our Code Club and Digital Leaders had some extra special sessions during Code Week UK.  Code Club were visited by Vicki from FUZE who delivered a fantastic workshop using FUZE Basic to Code Raspberry Pi’s and controlled a robotic arm using the Raspberry Pi.  Whilst our Digital Leaders were visited by Lego Education for a Lego WeDo workshop challenge, our DLs worked in pairs to see who could make their Lego WeDo Motorized Spinning Tops spin for the longest… it was a tie, Samantha and Eleanor v Sam and James.  It was impossible to tell which finished first when both spinning tops stopped in unision!

As you can tell, we had a very busy week exploring the world of coding, and most importantly we loved every minute of it!

Our U Can Too event, was the biggest part of our Code Week UK endeavours.  We are very proud of the success of our event (and the week in general) and attribute much of it’s success to the funding provided by Google.  With this in mind we would like to say a huge thank you for your invitation to apply for it and also your support for our involvement in Code Week UK.  I am still working on creating a video of the DLs review, I should have it done for you by the end of the week.  In the meantime, here is a short review from one of our DLs about our presentation at your London event:

James says:

“CODE WEEK UK on 15th October
This activity was very fun. I particularly enjoyed talking to Ross and Mathew who were computer scientists, as well as teaching grownups our unplugged activity. Ross & Matthew taught me that there are different ways of sorting which are quite exiting. If I was offered the opportunity, I would definitely do this activity again. It was very informative. Personally I think it would be a school trip that all of Year 6 would enjoy, but it would be too crowded. If next year’s Digital Leaders are given the opportunity to represent us again, I would say, go ahead, it’s a great experience!”

2014-10-15 18.52.59

You Can download the starter kit from:

http://codeweek.it/cody-roby-en/diy-starter-kit/

More than 90 millions people have tried an Hour of Code so far thanks to the playful massive open online course made available worldwide by Code.org. The Hour of Code is the most famous of the many cloud-based visual programming methods that have provided effective support to computer literacy campaigns targeting not only IT-gifted pupils, but neophytes of any age, regardless of their aptitudes and dreams.
Unplugged activities can further contribute to the diffusion of computational thinking, spatial reasoning and problem solving skills, lowering the access barriers in terms of age, infrastructures, and socio-economic conditions. This paper presents a method for organizing unplugged activities that retain the immediacy and effectiveness of the Hour of Code.

The method is called CodyRoby to emphasize that computer programming entails two roles: the role of Cody, a coder who provides instructions, and the role of Roby, a robot who executes them. At the beginning there are only three instructions: move forward, turn left, and turn right. Each instruction is represented by an arrow drawn on a playing card. While playing, Cody selects the cards to be passed to Roby, who moves on a chessboard accordingly. No equipment is required. Cody and Roby are just characters played by the players of the game. Having not only to write a code segment, but also to interpret and execute it, adds to the learning experience provided by CodyRoby with respect to its online counterpart.

The Cody cards
Cody cards are used to represent instructions as the blocks of visual programming tools. In order to make the game as intuitive as possible, instructions are represented using only symbols, with no words. The three basic Cody cards are shown in the Figure. They represent spatial instructions Turn Left (turn to your left without moving), Move Forward (make a step ahead), and Turn Right (turn to your right without moving).

Each card has the size typical of a playing card (about 1.97 x 2.76in) in order to be easily handled and packed in a deck. The instruction associated with the card is represented by the big arrow in the middle, while the two drawings in the upper part explain the effect of the instruction, showing the position of Roby on the chessboard before (to the left) and after (to the right) execution. The borders of the cards are shaped to suggest that they can be concatenated either vertically (top-down) or horizontally (from left to right) like pieces of a puzzle.

The DIY Starter Kit
The starter kit is freely available online (http://codeweek.it/cody-roby-en/diy-starter-kit/). It consists of 6 A4 pages to be printed out, cut out and folded in order to obtain a deck of 40 Cody cards, a card box, a folding chessboard that fits into the card box, and the Roby pieces to be placed on the board. A silent video tutorial is available that shows how to cut out and fold the kit (http://youtu.be/D5hQ9UTDQ6s).
Instead of using the kit, teachers could engage pupils in DIY activities aimed at the design of more creative Cody cards and pieces.

cody1

The Unplugged Games

There are many unplugged games that can be played with CodyRoby. Some of them are described on the CodyRoby website, many mores will be posted soon. Hereafter I outline only two of them, that are particularly suited to experience the unplugged Hour of Code: The race and The tourist.

The race
cody 2The Race is a board game for two players (or two teams) of any age. The players draw a random path across the chessboard by marking with a pencil all the squares along the path. The suggested path length is of 8 squares, that can be marked by the two players in turn (e.g., two at the time). Cells must be contiguous, i.e., any new cell must share an edge with the previous one.

The Roby pieces are placed at the beginning of the path and all the cody cards are placed at a side of the chessboard, separated by type into three decks to be easily found and picked up. When everything is ready, the players clap their hands and the game begins.

Each player (or team) has to take the cards from the side decks and to place them in sequence in from of her/him as fast as possible in such a way that the sequence of cards can drive Roby along the path. The player who finishes first presses the GO! button and tests her/his solution. This is done by moving the Roby piece along the path according to the instructions provided by the cards. The other player follows the test and tries to find an error or to think at a smarter solution (i.e., a solution which makes use of fewer cards). If the solution is correct and no shorter sequences are proposed by the other player, the fastest player wins.

The tourist
cody4The Tourist is a spatial game for kids to be played by two teams. The game play is similar to The Race, with three main differences: i) it is played on the floor, ii) Roby pieces are replaced by a girl or boy playing the role of the tourist (an impartial referee possibly not belonging to the two teams), and iii) the path leads to the image (picture of drawing) of a monument.

Being a real-world spatial game, the path has to be drawn on the floor. The ideal material to be used to this purpose are puzzle play mats, but simple sheets of paper can also be used to compose the path.

As in The Race, the two teams start by composing a random path. This is done in turn by placing puzzle tiles (or sheets of paper) on the floor. Then a drawing representing a local monument (possibly drawn by the pupils) is placed at the end of the path, while the Tourist takes place at the beginning. Cody cards are divided by type into three decks placed on a school desk. The two teams work on two desks placed at the same distance from the main desk.
The game starts when the Tourist asks directions to the monument. The two teams have to run to get the cards they need and to put them in sequence to compose the directions. Then the cards are stacked up in a deck with the first instruction on the top. The team who finishes first provides the instruction stack to the Tourist who tests the solution following the instructions under the supervision of the other team. The fastest team wins if the solution is correct and no shorter solution is provided by the other team.
The Unplugged Hour for Code
The Hour of Code (http://hourofcode.com/) challenges online users to provide spatial instructions to a videogame character to help him/her find the correct path throughout a maze. There are 20 mazes of incremental difficulty. The first 5 mazes make use only of the three basic instructions, while the following ones introduce loops and conditional branches.

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The unplugged hour of code consists of playing CodyRoby games using as paths the mazes proposed by Code.org. In particular, the first 5 mazes of the hour of code can be directly played with the starter kit on a 5×5 chessboard, as shown in the Figure. These 5 paths can be proposed as a warm-up activity before allowing pupils to design their own paths.

Cody cards representing Loops and Conditions will be released in February 2015.

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

 

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


magnets
Old man walks ripples Switch Whatnogifs MQ

by Yasemin Allsop

Recently I read many articles on the internet blaming technology for children’s lack of language skills. I can’t say I am surprised. I agree that technology is changing the way we use language. I am sure that you have spent time trying to understand your child’s text messages. I certainly did. When I receive text messages from my son, I sometimes have to google them or phone and ask him exactly what he meant with all these acronyms and abbreviations.

Looking at my own teaching practice, I have used wikis, blogs, animations, films, podcasting, web design, game making and many other technology tools to teach over the years. Each one of these mediums offers great opportunities for children to develop their language skills. I remember when our Year 5 students wrote their own children’s rights raps and recorded them using their backing music. They didn’t just create their songs, they spent a long time discussing their ideas before deciding. I also remember our web design activities. Where children had to create their own content and use html to design websites to present their work. The amount of reading and writing they had to do and not even one complained.

So what is the problem here? Are we still thinking of technology as a magical wand designed specifically to solve our long standing issues in education. We need to abandon this idea by now as technology never had such a claim. Technology appeared in our classroom as a teaching tool used by teachers, remember our IWBs, then it swiftly changed position and became a learning tool in the hands of our learners. I believe this was more confusing for us than the learners. Our learners quickly adapted into their new role. But us teachers we are still thinking about where we fit into this scene. If the learners are holding the tool, what are we going to hold? How are we going to teach? Do we need to teach? Do they need us? Are they listening? Are they learning? How do I manage the classroom now? We all go through these endless worries. I think the reason for this confusion is that we don’t exactly understand how children learn with these new technologies and we haven’t got the time to find out about it. So, why not blame the technology?

photo
Once one of my tutors told me that a pencil is also a technology. It didn’t make sense to me at the time, but when I think about it, he was right, a pencil is also a technology tool. You can use it for different purposes; for writing stories, for drawing, for taking notes or mixing your tea which I have done many times. But if your hand writing is not very good, would you blame the pencil for it? Something to think about!

Let’s go back to our conversation about language. For many years language was seen as just a tool for communication. This approach today is still very current and impacts on our pedagogical approach to learning. But I am thinking about my own observations of children learning using technology for the last 10 years. Especially over the last few years where we have focused a lot on computer game design, there is a clear shift in the use and purpose of language. I watched children touching the computer or tablet screen and mumbling when making their own computer games. I observed them planning their work-sometimes aloud when creating their own world in Minecraft, or questioning their own decisions when creating websites. What was interesting is that as the task became more complex, the percentage of children’s self-talk activities also increased. It seems to me that they did not use language merely as a tool to communicate, it become a function in their minds. For my learners, language became a function to think with, a function to decide with, a function to regulate their own learning. This is not a new concept either, Vygotsky mentioned private speech in the 1970s. He argued that private speech is form of thinking, problem-solving and self-regulating. All this self-directed talk helps my learners to focus, plan, make decisions, organise. In other words it supports them to process tasks using their cognitive resources.

Another issue is that we don’t seem to grasp how new technologies impact on our learning behaviours. Look at the image below, does it look familiar to you? Probably not. This is a travelling library for people in Turkey during the 1940’s. It was aimed to help those living in rural areas to have an opportunity to read. I recently found out about this and I am so fascinated by the idea. I am not familiar with it as I was brought up in a city, not that I have been to the library. I didn’t even know what it meant. But my friends have seen these government librarians travelling from village to village on a donkey. What kind of learning habits would they have developed when they accessed knowledge through this way? What would they do with what they had learned from the book. Have a discussion? Create things? I don’t know, but today when our learners in their expression ‘can touch their learning’ on their smart phones or tablets, you can imagine they would have completely different learning habits.

library old days

When will we realise that learning is not an outcome, it is a process and the process doesn’t just stop with an end product. Learning is a quest powered by endless adventures spurting out from every corner of one’s mind on the way. It is at the next stage of what learners do with what they have learnt that is remarkable. They use their experience to share, make, or to create something, in other words go on a new learning journey. Look at the videos, podcasts, photos, stories, songs, games shared online by children, young adults and adults. Surely we are not learning in the same way as we did before. So let’s go back to our question ‘Is technology damaging our children’s language development?. My answer is, it depends on which specific technology is used and how. If we focus on how technology shapes our learning habits rather than pointing fingers at technology, we could develop better strategies to support our learners.

But the magical key is to teach people, young or adult, how to learn and love to learn.