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Name: Henry A. Dixon Team Name: Infusion(ID) www.InfusionID.com Project Theme: Game Development with MITs SCRATCH Content Area: Computer Programming Date: 7/21/2013
I will focus my project on 8th grade computer programming. I feel 8th grade is the perfect grade level to introduce programming. Identifying students that excel at this form of engagement at such an early age can set the tone for attending an Information Technology themed high schools and go on to rigorous college level computer science programs as highly skilled programmers. Students will be taken through a design process that ask them to research, design, build, assess and evaluate. This subject has so many possibilities with limitless potential, but I will try to keep in mind project, "requirements, time frames, resources available in our classrooms, and knowledge levels and baseline skills of our students." (Serim, P.27) "Teachers will want to choose multimedia production programs based on the ability level of their students." (Ivers, P.39) By 8th grade most students have been introduced to Microsoft Office tools, I will introduce my students to MIT's SCRATCH for the first time. With a short tutorial and online how-to instructional videos, students should be able to manipulate their sprite within days. Developing computational thinking requires cross-curricular application of knowledge. I will tap into many other content area subjects under the disguise of game design. Standards Subject Area: Pennsylvania Academic Standards for Writing in Science and Technical Subjects* PA COMMON CORE STANDARDS GRADES 6 - 8 Text Types and Purposes CC.3.6.6-8.B. Write informative/explanatory texts, including the narration of historical events, scientific procedures/ experiments, or technical processes. Develop the topic with relevant, well-chosen facts, definitions, concrete details, quotations, or other information and examples. Use appropriate and varied transitions to create cohesion and clarify the relationships among ideas and concepts. Use precise language and domain-specific vocabulary to inform about or explain the topic.
CC.3.6.6-8.F.
CC.3.6.6-8.G
NETS:
Creativity & Innovation Students will have the opportunity to create original works in digital and text form. Specifically, Students will write progress logs, compile research, write a proposal, create a timeline, create a Mind Map and develop a game from scratch using SCRATCH. Communication & Collaboration Students will work in two person teams on projects, share their progress and ask questions of their peers through an edmodo discussion board. Students will also communicate information though presentations to the class. Research & Information Fluency Students will "locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media. (Serim, P.9) Students will conduct independent research to analyses and draw conclusions from.
CC.3.6.6-8.C., CC.3.6.6-8.E.
CCRAS 1
CCRAS 1
Goal 5 EXPLAIN in paragraph form logic PROBLEMS in programming the game & provide possible SOLUTIONS. CC.3.6.6-8.B (Critical Thinking, Problem Solving , & Decision Making/ UNDERSTANDING) Programming requires a high level of commonsense, scientific and mathematical logic. If students can explain their problem in a
Teacher generated online games with Quia.com will serve as an informal benchmarking tool for student understand of subject matter. Rubrics and Matrixes will also be used for, "other assignments as projects, essays, discussions, and student-led presentations, students need a clear picture of what is expected of them and how the instructor will assess their work." (Manning, p.158) Online Quizzes in the form of games will be used to benchmark student progress along with assignments and written progress logs. Teacher generated online Test with Quia.com. "The instructor sends students to a link where they are asked their first and last names and then taken to the quiz. Quia records the scores, and the instructor can either get a summary of all students who have completed the quiz and their scores or receive details outlining each students answers to each question." (Manning, p.154) I will use a summative assessment at the end of the project to gauge students knowledge of the SCRATCH programming language.
Summative Assessment
How are the following addressed: Constructivism The idea that, people learn by actively constructing knowledge, weighing new information against their previous understanding, thinking about and working through discrepancies (on their own and with others), and coming to a new understanding. (Ivers, P.12) My students will have many opportunities to actively construct new knowledge through the development of written document, visual aids, and computer programs. This will require the application of prior knowledge and experience in and outside the classroom to be successful. Where there are learning gaps, students will receive scaffolding in the form of online resources, instructor accommodations and peer support.
Blooms Digital Taxonomy CREATING Students will have many opportunities to Create using SCRATCH, WORD, PowerPoint and Excel. Creating the highest level of blooms requires students to apply knowledge and demonstrate learning. EVALUATING Students will be able to play and evaluate each others game projects. Students will also be evaluated by the instructor based on content knowledge of SCRATCH and programming concepts.
I would like to design this project to tap into all of the multiple Intelligences referenced above. Design and programming projects by their very nature require Logical/Mathematical thinking working in tandem with Visual/Spatial skills. The human aspect of the project develops interpersonal skills. Each step of the project should not only build the student knowledge and skills but also confidence. Self-evaluation and reflection are skills that are sometimes lost in the factory system we call K12 education. I will push my students to be self-sufficient, not needing others for information or validation. Moving their mind set from courses to resources, they can set personal goals beyond the walls of the classroom. Cooperative/Collaborative learning Cooperative learning takes place when students work together to accomplish shared goals. (Ivers, P.8) My students will experience cooperative learning by working in two person groups. This will maximize their learning, forcing each to participate equally. Cooperative learning also fosters social skills, which is important when working and collaborating as a team. Lastly cooperative learning provides an avenue for self-analysis an reflection on how well they are at reaching their goals.
Works Cited Ivers, Karen S., and Ann E. Barron.Multimedia projects in education: designing, producing, and assessing. 4th ed. Santa Barbara, Calif.: Libraries Unlimited/ABC-CLIO, 2010. Print. Manning, Susan, and Kevin E. Johnson.The technology toolbelt for teaching. San Francisco: Jossey-Bass, 2011. Print. Rutherford, Paula. Instruction for all students. 2nd ed. Alexandria, Va.: Just Ask Publications, 2008. Print. Serim, Ferdi. Digital learning strengthening and assessing 21st century skills, grades 5-8. San Francisco: Jossey-Bass, 2012. Print. Henry, L. (2002). Educational Concept of Scaffolding. Adolescent Learning & Development.