Sunday, December 30, 2018

It's Cardboard Arcade Season in the STEM Lab

One of my favorite STEM Lab projects, and one of the most over all successful, is the cardboard arcade. It is one of the few units that I have run every year since founding the lab and I have yet to get tired of it. That's because after hundreds of cardboard arcade games passing under my gaze, I am continually surprised by what the students come up with. I have settled on doing this project with 3rd grade for no better reason than it helps students learn the construction techniques that I want them to employ going forward. It demonstrates in a very real way that masking tape is not the best material to hold to large pieces of cardboard together with when people are going to be throwing balls at it for an hour.




For anyone who is not familiar with this unit, it is one of many offshoots from the original Caine's Arcade seen in the movie at the link. In short, a 9 year old boy in Los Angeles named Caine spent the summer at his father's auto parts store and entertained himself by making replica arcade games with the left over boxes around the shop. Filmmaker Nirvan Mulick discovered Caine's Arcade when he stopped in to by a door handle for his car and made a movie about it. Since the film debuted the cardboard arcade has become a staple of the maker movement in schools. 
One of the best parts of this unit is inviting other classes, usually first grade or kindergarten to the lab to try out the games. I have found that when students know they will have an audience from beyond their class and me, they become more deeply engaged and personally invested in their work. They are more apt to take creative chances that result in project far more wonderful than anything I could assign.
















Friday, December 21, 2018

Use The Forces!

This rotation of STEM Lab finds the second graders exploring forces and motion by building mazes and marble runs. This is one of those experimental units that I implement from time to time. As a result, each group's experiences and projects were a little different as I tweaked and adjusted based on how well various activities went in previous interactions.

The unit began with students recording some simple observations in their journals how a marble rolls around in a paper box lid with some straws taped to it. I gave them some starter questions, 'how does the marble move when the box is flat? When you tilt the box?' and so on. We discussed their observations and then did some research into force and motion with Brain Pop Jr. Students took notes in their journals about words like motion, position, and force. We discussed how these terms related to their observations.



The first build of the unit was a marble maze using Lego bricks. A Lego plate is, of course, covered with bumps which effects how the marble rolls. This gave us the opportunity to talk about friction and how a rough surface is not as good for rolling objects. What I have ended up loving most about this part of the unit is how creative the students were with their mazes. I saw mazes not just with dead ends, but traps that it was impossible to escape. There were tunnels and bridges. Some mazes had checkpoints that had to be reached in a certain order. Several had the kind of elaborate back stories that second graders specialize in telling. Sure, they learned about the pull of gravity and how the walls push back on the marble to stop it or change its direction, but the creative expression was the biggest win.



The second build brought us back to cardboard box lids and straws as we shifted to making marble runs instead of mazes. The first time through this part I learned the distinction between a "maze" and a "run" was not clear to a number of students. This became evident as the first batch of attempts had dead ends that prevented the marble from reaching the bottom of the box. A bit of explanation and the added constraint that their runs could not have straws that the marble does not touch, and the results improved dramatically. Students were challenged to make runs that used a certain number of straws and that took certain amounts of time to complete the course. I have been really impressed by how the students problem solved for the different design requirements.

There are definitely some things I would adjust about this unit, like additional building materials, surfaces, and marble sizes in order to more deeply examine the effects they have on the outcomes observed. Overall though I am fairly pleased with how this went and I look forwards to its next iteration.

Saturday, November 24, 2018

Once Upon a Time... Math

One of the many things I love about teaching in the STEM Lab is helping students make connections across the curriculum. STEM, STEAM, STREAM, whichever acronym you prefer, are all, at their core, about breaking down the walls of the "knowledge zoo" that school sometimes feels like. That is the mindset, unfortunately increasingly prevalent the higher up one goes in the elementary grade levels, that these 90 minutes are for math, not literature, not writing, not science. The next 90 minutes are for another subject in isolation, and so is the next 90, and so on. It is not a realistic model of how anyone uses their learning for an actual purpose. Just about everything everyone does, cooking, assembling furniture, planning a day trip, etc. draws on knowledge from across disciplines that are made for the most part to inhabit lonely cages in a school setting. The STEM Lab is the Serengeti where learning from all subjects roams free.

This rotation in the lab, kindergarten and first grade are being introduced to various math concepts through literature. I have done similar units in years past, but each time the books change, sometimes even from one class to the next. I do my best to avoid the types of contrived stories written by textbook companies. Children can tell the stories are phony and they generally are painfully dull.

I will not launch into a detailed description of each book involved in this unit. I will however share a few of my favorites.

Inch by Inch by Leo Leoni. This one is about a clever inchworm who uses his ability to measure and his wits to avoid being eaten by birds. After reading, the students practice measuring classroom objects with inch tiles and record their data on a table. What I especially love about reading this is that the book also illustrates a number of bird adaptations. We discuss why a flamingo has a long neck and a bill like a shovel and why a hummingbird has such a long and pointy bill.


The King's Commissioners by Aileen Friedman and Susan Guevara. In this book, a king decides that he ought to know how many royal commissioners he has appointed. With some help from the Royal Advisors and the Princess, each employing a different method of skip counting, the total number of commissioners is found. The students are already familiar with the concept of skip counting and know that it is a way of arriving at a total more quickly. What I like about this story is that it illustrates how one handles skip counting when there are "left over" items that are not enough to make another group. When we finish reading, students practice making different sized groups with inch tiles, counting them by the group size, and then adding in the left overs to get the total number.

The Greedy Triangle by Marilyn Burns. This is the story of a triangle who gets tired of doing the "same old things" that a triangle does, namely being roofs for houses, sails for sailboats, supports for bridges, and so on. The triangle decides to visit the Shapeshifter and asks for another side and another angle to make his life "more interesting". The request is granted and, now a quadrilateral, the shape enjoys being books, movie screens, floor tiles, and much more. Eventually though, the shape becomes bored being a quadrilateral, and returns to the Shapeshifter for another side and angle. The pattern continues, the shape is happy for a while as a pentagon, then a hexagon, and on and on, but always goes back to the Shapeshifter for another side and angle, and another, and another. Fortunately, the shape realizes that more sides and angles is not the answer to its dissatisfaction. This book is a great way to introduce students to the concept of shapes being named by the number of sides and angles they have, not by what they look like. The sooner students learn that there is no such shape as a diamond or a house, the better. Following the story, students use pattern blocks to create colorful pictures like those from the book.

I'll stop there, but I really could go on and on. I love this unit so much because of all the math, science, literature, and art that fit so naturally within it.








Tuesday, October 30, 2018

History, Language Arts, Programming, and Making: Cross-Curricular Candescence in Grades 4 and 5

The first cycle of the year is officially behind us, so it is time to detail the learning adventures our 4th and 5th grade students undertook this time around in the lab.

The 5th graders had a project that is something of an extension of the interactive posters the 3rd grade worked on. Students had their choice of several historical figures to research. Each group had a somewhat different set of people. There was some overlap, but each list was more different that it was similar. I wanted to have a variety of topics, and students, when given a choice of topics like this, tend to latch on to the names they have heard before. They used a variety of sources to gather information including BrainPop and Worldbook Online.

Once they had conducted their research, students set to work creating a Scratch project that shared details about the lives and contributions of their selected topics. Their programs were required to have a minimum of 5 key press events in order to make the final product interactive. They were also required to include at least one image of their person.

The final piece of this project was to transform an old soda bottle (or other ) cylindrical container into a model of their chosen historical figure. They were to make every effort to match the clothing of the time period in which their subject lived. That proved to be an interesting challenge as students tried to make Victorian dresses for Ada Lovelace and aviator goggles for Amelia Earhart with construction paper. These models were then placed on a stand, or in some cases fitted with buttons directly and connected to the Scratch program with a Makey Makey (an input/output device similar to a keyboard, but with conductive pads instead of keys).

I am really pleased with how well most of these projects turned out. The students created a number of clever programs and models to share their work. It is always wonderful to see students take a project in a completely unexpected direction. The Scratch projects are collected in this studio.



As for the 4th graders, they took a big step forward with their Scratch programming skills and learned how to use lists and variables in new ways. In a computer program, a variable is a single value that can change while the program is running. Examples of variables include a player's score, number lives, and timers. A list on the other hand stores several pieces of information, as the name implies. A program might have lists for questions and answers, or one to track the highest scores.


The first program the students worked on was a random compliment generator. They created a list of kind adjectives and another list of animals. First, the program had to ask the user for their name and store it as a variable. Then it replied with the user's name and a compliment created by joining a random adjective and a random noun from the two lists and joining those elements with the rest of the sentence. For example: "Quentin, your are a shiny unicorn!" They learned a number of things about sentence structure and that computers do not know when you want a space between words and when you don't. Some students even added a second list of adjectives for for fulsome compliments.


The second program pushed the classes' knowledge of parts of speech and sentence structure to the limit. They coded a mad lib. They began by writing a 4 sentence story and then selecting the words that would be replaced by user input. The program asked the user for those words based on the part of speech and stored them in a list. Then the program inserted the user's words into the story the programmer wrote. It took a great deal of trail and error and no small amount of problem solving to get the words placed correctly with proper spacing and punctuation. It was a huge challenge and the students were rightfully proud of themselves when they finally got everything functioning as intended.

Here is the studio where the projects are collected.







Sunday, October 14, 2018

Makey Makey That Poster Interactive!

The first grading cycle of the year is nearly over, and I find myself a little bit behind on my blog posting schedule. I will do my best to get caught up and to stay on track starting now.

The third graders started the year by "graduating" to the full version of the Scratch programming language. Student who were at Sinclair for second grade got an introduction to Scratch at the end of last year. They only used the offline version and so were not able to share projects or interact with the Scratch online community. So before they began their projects for this unit, they logged into Scratch for the first time. That was after a thorough discussion of the responsibilities of being a member of an online community and correct digital etiquette.

That done, students got to work on the actual project. Students selected a topic to research. Each class had different topic choices in order to have a greater diversity of projects. They used BrainPop and Britannica School to gather information on their chosen subjects and took notes in their journals. The next step involved planning and programming a Scratch project to share their learning. Their programs were required to utilize key press events to run different scripts to share information. I also showed them how to import images to Scratch that were downloaded from the online encyclopedia, and how to cite their work.

Once the programs were finished, students moved on to creating a poster that complemented their programming project. The poster designs were entirely up to the students, and it was interesting to see the choices they made about what information to highlight.

The final step of this project is to make the project interactive. This is done by adding brass fasteners as "buttons" and using copper foil tape as wires. We use a device called a Makey Makey to connect the poster to the Scratch program. It is an input/output board (sort of like a keyboard). The board interprets contact with the buttons as key presses triggering the scripts in the program. So as users touch different points on the poster, different elements of the program run on screen.

Projects like these that use Scratch as a means for students to share their learning are an essential element of the Sinclair STEM Lab program. One of my goals is that students learn to use computer programming to complete tasks, as a tool for doing work as well as for personal expression. Only a small fraction of the students who pass through the lab are likely to become computer programmers or software engineers. But every student that spends time in the Sinclair STEM Lab leaves knowing that computer programming is something that they CAN do, even if they choose not to.










Sunday, September 23, 2018

A Foundation of Code

The new school year is well underway and work in the lab is humming along. It has become my habit to start the Kindergarten, first, and second graders with a computer programming unit to kick off the year. It serves as a good introduction and refresher on algorithmic thinking and problem solving skills which are an important part of everything we do in the lab.

For the Kindergartners, this unit is their first experience with computer programming. I start this group of with a number of unplugged lessons designed to provide concrete examples of algorithms and hands on practice with algorithmic thinking. We then move on to turning algorithms into programs in order to give directions to the computer. Students work with the Code.org platform using a programming language called Blockly. This is a block-based language that hides the computer code behind colorful blocks. Students use the mouse to drag these blocks into vertical stacks to create programs that solve different puzzles. The Kindergarten students are in a course designed for pre-readers, so they can create computer programs even though they are just beginning to read. This course also touches on staying safe online and on good digital citizenship. Later in the year, these students will be introduced to Scratch Jr., a programming environment similar to Code.org, but far more open-ended which allows for greater creative expression.

The first and second graders are likewise working in Code.org and using the Blockly language. Their work is also divided between computer-based lessons and unplugged activities. The courses designed by Code.org are leveled for each grade. They are appropriate for complete beginners but also for students who worked in the preceding course the year before. A difference between the blocks that Kindergarten and first grade use, and those used by the second graders is the amount of text. The Kindergarten/first grade block use arrows labeled with the cardinal directions. These initiate a turn as well as a movement in a particular direction. The blocks used in the second grade course separate the turns and the motions, which encourages them to create more finely detailed programs. These students were introduced to Scratch Jr. last year, and will use it later this year to share their learning about different topics. That is my main goal for the computer programming skills students work in the lab, that they learn to use coding to demonstrate their understandings and express their ideas.









Tuesday, August 7, 2018

STEM Lab Year 4 Approaches

August is upon us, and my teacher summer is almost over. I hope everyone had a great summer, and I am looking forward to seeing our wonderful Sinclair families at Meet the Teacher on the 24th. As the title of the post indicates, this will the be 4th year of the Sinclair STEM Lab. Time definitely flies when you're having fun!
Pi Camp Minecraft Selfies

Making friends at Smither Park Houston 
My summer was fairly low key compared to some other years. I spent a week leading a Raspberry Pi camp for middle school girls. That was a great experience. The girls learned several physical computing skills with both Scratch and Python. They built and programmed motion sensing cameras learned to render selfies in Minecraft blocks. At the end of the week the girls got to take everything home along with some resource books so they could continue learning.

Big Bambu at MFAH
I spent some time working on some personal making skills projects with an eye to adapting them to the lab. Some were successful, others I'm still working on. I also took time to see some of the great places in Houston, and beyond. I returned to Smither Park which is coming along nicely and visited the Museum of Fine Arts to see the Big Bambu and the Digital Worlds exhibits. I spent some time in Austin where I checked out the Blanton Museum and went to Corpus Christi to watch a hatchling sea turtle release at Padre Island National Seashore.

Posing with Lego Scratch Cat
At the end of July, my wife (also a STEM Lab teacher in HISD) and I traveled to Boston to lead a workshop at the Massachusetts Institute of Technology about how our students use the Scratch programming language to create interdisciplinary projects. Our workshop began with an overview of how we go about planning projects for our labs (all the teacher stuff). The second part was a gallery of projects created by the students at Sinclair and Piney Point. Many of these were interactive displays, and yes, we did cart 18 or so student work samples from Houston to Boston. We had about 50 people attend our workshop, which I confess is at least double the number I was expecting given how many amazing sessions were running concurrently with ours. I do not think it is overstating things to say that everyone was deeply impressed by the work of our students. So bravo Sinclair Superstars (and Piney Point Panthers)! Your work was on show at MIT and amazed the audience!
So many people 

Friday at 11, we're up
This was part of the Scratch@MIT Conference. Scratch was developed at the MIT Media Lab 11 years ago, so this was very much a pilgrimage to the home of one of the most central tools for the work we do in our labs. It was also a chance to connect with and learn from teachers, educators, and developers from around the world who use Scratch. It was a truly amazing experience, and we left with our brains completely overloaded with new ideas. 

Storm King Art Center is amazing!
On our way back to Texas we stopped here and there to visit family and friends in New York, Pennsylvania, and Ohio. These included stops at Storm King Art Center, the Finger Lakes, the Cleveland Museum of Art, and Beech Creek Gardens.

So now I am home and feverishly planning for the upcoming year. Students at all grade levels will make and do amazing things. I am so excited to get back into the lab and see all of wonders the students create. There will be computer programming for all! There will be robots! There will be so much cardboard!










Saturday, May 12, 2018

Games 5th Graders Play

Last week was Teacher Appreciation Week. Along with with the delicious food, thoughtful cards, and other gifts, I received a number of notes from 5th graders thanking me for their time in the lab and in various after school activities. One expressed gratitude for teaching "programming and how make cool things", but also stated it was time "to move on to bigger and better things". Yes it is, and I fully expect to see great things from this group of 5th graders.


Before moving on though, the 5th graders got one last chance to the test case for a unit. (I usually experiment with new ideas and units using the 5th graders because they will be gone the next year, and they can mostly be counted on to give good feedback.) So for their final rotation in the lab 5th grade has been engaged in video game design with Scratch.


We started by making some familiar games and adding new elements like timers, bonuses, lives, and power ups. They experimented with different ways of controlling sprites to find the best one for their designs. Game elements that they take for granted like scores and backgrounds resetting when a new game is started had to be coordinated. Several wanted to make 2 player games which provided a host of challenges to overcome.


The second part of the unit required them to make a game that teaches or provides practice for a skill. I deliberately left this requirement open so that students could follow their interests. For the most part it worked out, but I did get an unnatural number of math fact practice games, probably because it is something they have done before. Still, many branched out making American history quizzes, a piano playing memory game, German language trainers, and one curiosity that purports to teach good tooth brushing habits. A few projects are embedded into the post, but the studio can be found here. There is one more group of 5th graders who have not completed the unit, so there will be more games in the next couple of weeks.



Come Fly With Us

The fourth grade project for this final rotation is out of this world! Students were challenged to create an advertisement for a vacation to one of the natural objects in our solar system. To ensure that I did not end up with nothing but projects about Uranus (ha ha), I created a topic randomizer in Scratch with 3 lists, the planets that are not Earth, moons that are not the Moon, and dwarf planets. When students pressed the switch, they were presented with 3 objects to choose from. 



First came the research. Students gathered basic data about their object like size, distance from the Sun, composition, and temperatures. While researching the basic information, they were also on the lookout for interesting facts and sights one might see there. They had to think about how they could use all of that information to to persuade their audience to choose their object for a vacation. I did not assign any particular product, so long as it was persuasive. I did give them some ideas and reminded them of projects they have done in the past. 



The most challenging part seemed to be need to be persuasive. As the groups and individuals worked, many needed to be reminded that they were not making a presentation to teach about their object. While some groups took to the idea of selling a trip into space easily, the majority needed some coaching in order to turn their raw information in to arguments in favor of making a trip. Another struggle for some students was making sure that their product was interesting to look at and that it could hold the viewer's attention. 



The freedom of choice I allowed in terms of work product yielded, for the most part, excellent results. There were dioramas showing the view from the surface, interactive posters leading virtual tours, a few wonderful skits, some excellent Scratch animations, and one that used a Lego tilt sensor and Scratch. 

This project is adapted from one I did with my class when I was teaching 3rd grade. Sadly, in the lab I do not have time to do the other part of that project with each class, learn to sing "Space Oddity" by David Bowie.



Teaching Environmental Protection

Third grade's final project of the year centers on the environment, specifically what students can do to help keep it clean. They then had to develop a way to teach what they had learned to others, specifically regarding how, say a first grader, could contribute to solving the problem. I allowed them to have a bit of choice in their product selection. These choices included an interactive poster, a game (digital or physical), or a skit/song.


We started with a discussion of what exactly is meant by pollution and what problems it causes. This was also to outline the difference between solutions and practises available to all people (even students), and those that are for adults and businesses. In one class, the suggestion was made to buy electric cars, which I had to point out was probably beyond the ability of most elementary school students.

Some students worked on their own, but most worked with a partner. They took notes in a T-chart with "problem" on one side and "solution" on the other. As they conducted their research, I number of excellent questions came up. These included, how air pollution becomes water pollution, how plastic gets recycled, and which of the three R's is the best one to do. All of these questions gave the students the chance to dig deeper into the information to find the reasons why they should carry an reusable water bottle or pass on the straw at a restaurant.

The students created, as usual, a number of awesome projects. When the end of the unit came along, each group got to share their work with a visiting first grade class and receive feedback from other students. They reflected in their journals and in a Google form about their work and how it could be improved for future iterations.








Tuesday, May 8, 2018

Stepping up to Scratch

This rotation sees the second graders transition from programming in Scratch Jr. to programming in Scratch. This is a pretty big step. Scratch introduces students to concepts like coordinate pairs, negative numbers, and variables well before they are covered in math class. This is the second year that I have finished with second grade learning Scratch, and I have not been disappointed in how well they have handled the change. In addition to the upper grade math and the need for increased vocabulary (Scratch blocks have text on them, not images, to indicate their function), there is the sheer number of blocks the students now have at their disposal. Their natural curiosity leads them to try everything. This is fine, but it can quickly lead to frustration when they discover that they do not know how to undo the effects they have created with their experimentation. Still, by and large, the students have accepted the challenge with a wonderful enthusiasm. I am excited to see what they will be ready to make next year when they will have their own accounts and are able to participate in the Scratch community.





And on something of a personal note, my wife and I will be presenting a workshop at the Scratch Conference being put on by MIT this summer. Scratch was developed by the Lifelong Kindergarten Group at Massachusetts Institute of Technology Media Lab and this conference brings together educators, developers, and researchers to discuss and collaborate. Work by a number of our Sinclair Superstars will be the focus of our workshop.

Sunday, April 8, 2018

The Youngest Programmers

The first post of a grading cycle usually ends up being about one of the upper grades. I'm not sure why, but it is what I have noticed after a short browse through my older posts. So for the final grading cycle of this most peculiar year, I will start with the early grades and work my way up to the 5th graders who will soon leave us for the exotic lands of middle school.

I wanted to finish up the year by introducing the kindergartners to Scratch Jr. and to start training the 1st graders to plan their digital projects before diving into the programming. Scratch Jr. a programming environment like Scratch, which the older students use, but it is suitable for pre-readers and beginning readers. It is an excellent introduction to creative coding for young learners and sets them up to begin working in the full version of Scratch (which is what the 2nd grade is doing this cycle.)




Before I do anything with kindergarten, I give them a day to explore Scratch Jr. I give them a brief introduction to the blocks (which they are familiar with from code.org) and the drawing tools and then set them free. It is awesome to see the excitement as they make discoveries and share them with each other. The unit activities start with a BrainPop Jr. movie about a particular topic. I start with parts of a plant because that is one of the topics they are working on in their classrooms this time of year. After watching the movie we make a digital anchor chart to review and to reference later. Then I guide the students through the making of a 4 flap foldable version of the anchor chart so they each have the experience of making their own plant model. The next day we start by reviewing the anchor chart and how to draw characters before I show them how to use the "when character touched" event block to make the characters do things. In the case of plant parts, I have them draw each plant part as a character and then program each one to say what it is when it is touched.



The rest of the lessons follow a similar pattern. The second topic is the seasons which I use to give them practice using the "switch background" block. They use the "when touched" block again, but add the "switch background" command so that the scene changed to the next season after the character names the current one. From there I change the topic for each class for the sake of variety and to see how the students represent different concepts digitally. I have used (or will in the coming weeks) states of matter, habitats, and weather. The students transfer their learning from Code.org to Scratch Jr. so quickly and are so excited to discover all they are able to do.



Most of the first graders have not done much with Scratch Jr. this year, so I start this unit with a pretty open ended assignment, though not a free explore like kindergarten. We watch the BrainPop Jr. movie about ancient Egypt and talk about some of the things they learned. I then give student pairs an Ipad with the instructions to make a Scratch Jr. project about ancient Egypt. The only requirement, aside from the topic, is that the characters have to say what is going on in their scene. Obviously there are a lot of pyramids, but it is interesting to see them draw hieroglyphics, people fishing in the Nile, and mummies. I leave a few minutes at the end of the class for them to share with the other groups which they always enjoy. The next day, I show how I would plan a Scratch Jr. project on paper. I draw a background and characters, then I add what the characters will say about the topic. We watch another BrainPop Jr. movie (insects, fish, rain forests, or something) and then the students go to the tables to plan a project about the topic. They have to detail the backgrounds and characters as well as what will be said by each. As they work I move around and talk to them about their plans and what code they will need. Once the plans are complete, the students begin working in Scratch Jr. to bring their plans to life. Again, sharing and collaboration is key to success. We move from there to a compare and contrast project based on animals or habitats usually which requires them to plan 2 backgrounds worth of characters and information. The final project deals with even more steps and a topic like life cycles of plants or animals. A project that complex requires them to use all of the programming skills they have developed and so far they have done some amazing work.




Saturday, March 24, 2018

STEM Lab Menagerie

Here goes another post that must begin with the lament that I have fallen behind in my posting. So many amazing things have been happening in the lab. The 3rd grade learned how to use the Micro:bit and made their own Micro Pets. Second grade conducted research about different habitats and then built museum displays to share what they had learned. Meanwhile Kindergarten and 1st grade extended their programming skills with our friend Robo-Mouse. With this animal theme in mind, I've decided to consolidate these grade level units into one post and to vow, yet again, to stay on top off my writing schedule in this current grading cycle.

So let's begin at the beginning, Kindergarten and 1st grade worked with the Robo-Mouse, though they used the robot in different ways. Kinder learned to assemble the tiles to copy mazes from the task cards and then to program Robo-Mouse to navigate to the cheese at the end. As they became more proficient, they began creating their own mazes, recording these on grid paper, and recording their algorithms as well. They worked in groups that changed each day so that they could learn to work with different people and experience multiple perspectives. Teams built mazes to challenge other groups and learned a lot about debugging in the process.



Most of the first graders used Robo-Mouse last year and so only needed a short refresher lesson before they were ready to go. I started them on a series of building challenges related to their mazes. "Build a maze in which the robot must turn left 3 times to get to the cheese" and "build a maze in the shape of a letter" were just a couple of them. They also worked with the algorithm cards to plan their solutions before programming the robot. The cards are a big help when debugging programs for the long and winding mazes they like to build. Flexible groupings were an important part of the unit for 1st grade too as they created lengthy algorithms, often with multiple solutions. At the end of the unit with first grade I brought out Scratch Jr, which they had not used much in class yet this year. I challenged them to create mazes and then to write a program that guided the character through that maze. Touching the walls was not allowed, so they needed to run their code through many iteration before it worked perfectly.
On to second grade now. I started with an overview of note taking practises on Brain Pop Jr and a scavenger hunt for information on Britannica School. I am working on building them up to the point where they can choose how to share their learning at the end of a unit and part of that is helping them to become more independent learners. After learning to use these resources, teams selected a habitat and one of the animals from that habitat to be the topics of their research. They took notes in their journals and then planned what their display would look like. Then using everyone's favorite building material, cardboard, they executed their plans. As they were building, I made a point of teaching best practises for attaching pieces of cardboard to one another. (I have instituted a ban on tape in the lab, but that is a rant for another time.) Each display was accompanied by a card describing the habitat and listing facts about the animal. I was impressed by the attention to detail so many of the groups put into their projects. Another part of these sustained builds is helping students become better long term planners. I often see them hurrying to be done in a 45 minute class period which never results in the best work.
Finally, third grade was introduced to the Micro:bit. I've written about that in previous posts this year, so I won't go on about it again. I spent a lot of time this unit working on the differences between inputs and outputs. I likened it to cause and effect which they are familiar with from the ELA lessons. At first, we focused on using a particular input each day to create different outputs. They learned to use the buttons, accelerometer, and I/O pins to scroll text, create pictures, and show animations. We also got out the alligator clips and LEDs to do some physical computing which everyone found really exciting. The final project was creating a model pet with the Micro:bit adding a layer of interactivity to their builds. I was really excited to see all of the different was the different teams used the Micro:bit. On most it was the face or mouth showing the different moods of their creatures. Some learned to use the music blocks to add sounds to their animals and several used the Micro:bit to animate flapping wings and wagging tails. It was a fun unit to teach and I am really looking forward to next year when this group starts using the Raspberry Pi now that they have this grounding in physical computing.