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COMPUTATIONAL THINKING AND PROGRAMMING IN THE NEW CURRICULUM EI607 – SESSION 1 EI609 – SESSION 1 EI607.WORDPRESS.COM/

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Page 1: Ei607   session 1 computing

COMPUTATIONAL THINKING AND PROGRAMMING IN THE NEW CURRICULUMEI607 – SESSION 1

EI609 – SESSION 1

EI607.WORDPRESS.COM/

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COMPUTING SURVEY

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MODULE AIMS

Digital technologies play an increasingly important role in our lives. In order to participate fully in social, political, economic and cultural activities in their adult lives, learners need to develop both digital literacy and computational thinking. This module aims to equip student teachers with an understanding of the rationale for Computing education. Students will develop their understanding of the current policy context and their knowledge of ways in which digital literacy and computational thinking can be developed in the primary classroom.

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LEARNING OUTCOMES

Students will be able to:

• critically analyse recent policy developments and current curriculum expectations for Computing at KS1 and KS2

• provide a clear rationale for the development of pupils’ digital literacy AND computational thinking

• critically analyse effective pedagogy for Computing through the synthesis of a range of relevant theory

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SESSION OBJECTIVES

• Recent policy developments

• To understand the requirements of the new Computing curriculum

• To gain an understanding of computational thinking

• To introduce students to a programming environment suitable for teaching at KS1/2

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COMPUTING?

DISCUSS:

In pairs, share experiences from your placements on the teaching and learning of ICT or Computing within your settings.

CONSIDER:

How are schools are implementing the new curriculum?

How confident do teachers feel about teaching Computing?

How do you feel? How prepared are you?

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CO

MPU

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G - P

OS

Purpose of study

A high-quality computing education equips pupils to use computational thinking and creativity to understand and change the world. Computing has deep links with mathematics, science, and design and technology, and provides insights into both natural and artificial systems. The core of computing is computer science, in which pupils are taught the principles of information and computation, how digital systems work, and how to put this knowledge to use through programming. Building on this knowledge and understanding, pupils are equipped to use information technology to create programs, systems and a range of content. Computing also ensures that pupils become digitally literate – able to use, and express themselves and develop their ideas through, information and communication technology – at a level suitable for the future workplace and as active participants in a digital world.

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IMS

Aims

The national curriculum for computing aims to ensure that all pupils:

can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation

can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems

can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems

are responsible, competent, confident and creative users of information and communication technology.

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G - K

S1

Key stage 1

Pupils should be taught to:

understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions

create and debug simple programs

use logical reasoning to predict the behaviour of simple programs

use technology purposefully to create, organise, store, manipulate and retrieve digital content

recognise common uses of information technology beyond school

use technology safely and respectfully, keeping personal information private; identify where to go for help and support when they have concerns about content or contact on the internet or other online technologies.

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S2

Key stage 2

Pupils should be taught to:

design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts

use sequence, selection, and repetition in programs; work with variables and various forms of input and output

use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs

understand computer networks including the internet; how they can provide multiple services, such as the world wide web; and the opportunities they offer for communication and collaboration

use search technologies effectively, appreciate how results are selected and ranked, and be discerning in evaluating digital content

select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information

use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact.

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COMPUTATIONAL THINKING – THE BIG IDEAS

Computational thinking is a set of concepts and practices that draw on ideas from the world of computing. There has been a growing recognition of the importance of computational thinking for understanding and solving problems in a wide range of contexts, not only in the field of computer science. Programming can serve as an important context for the cultivation of computational thinking. In this workshop, we take an explicitly design-based learning approach to understanding computational thinking concepts and practices through programming.

http://scratched.media.mit.edu/sites/default/files/BigIdeas.pdf

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COMPUTATIONAL CONCEPTS

Sequenceidentifying a series of steps for a task

Repetition running the same sequence multiple times

Selectionmaking decisions based on conditions

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COMPUTATIONAL CONCEPTS

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INTRODUCING SCRATCH

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INTRO TO SCRATCH 2.0

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GETTING STARTED

1. Sign up to the Scratch 2.0 community at http://scratch.mit.edu

2. Write the code for a simple Scratch maze project that uses

• sequence• selection• repetition

3. Follow the instructions at the start of the project. Help sheets are available.

4. CHALLENGE: Animate the sprite when it reaches the end.

5. Share your project in the community