Showing posts with label makered. Show all posts
Showing posts with label makered. Show all posts

Wednesday, May 6, 2020

From the Remote STEM Lab

Designing with lenses
This is not how I thought this year would end. I was looking forward to having my 5th graders create animated art works with Scratch and Raspberry Pi. Fourth grade was going to begin working on a Geo-Inquiry to accompany my upcoming Fund For Teachers expedition to the Galapagos Islands. My 3rd graders would be learning about physical computing with Micro:bit, and 2nd grade would be learning to use the full version of Scratch. Kindergarten would be using Scratch Jr. to tell stories. The Digital Making club would have just finished sharing their projects as a part of our annual STEM Night. I would be organizing projects from 3rd, 4th, and 5th grades to present at the Scratch Conference at MIT.




Instead, we are all sequestered away from each other. Students are sharing work from home on Scratch, Google Classroom, Living Tree, Teams, and email. My expedition to Ecuador has been pushed back to 2021. The same goes for the Scratch Conference. It is a less than ideal situation.

However, flexibility and adaptability are two of our core values in the STEM Lab, so we adjust our plans and do the best we can in a lousy situation. Here's what we have been doing in the Remote STEM Lab.

Building and Math Art Challenges
I challenged the Kindergarten and first grades to build towers and describe their design choices. Second grade made model animals and then compared and contrasted them. In addition to these, I sent out weekly guides for supplementary projects. These extra projects included building a chain reaction machine, a stabile, and a variety of activities that mash up math and art. (Credit for the math/art projects goes to Annie Perkins.) Those guides can be found here: Remote STEM Guides






Tons of Triangles

Tessellations

Animal models


Scratch Stories
The 3rd, 4th, and 5th grades were asked to use Scratch to tell a story. I gave them the freedom to decide what kind of story they wanted to tell. I got a wonderful range of projects, from biographies to retellings of fables to original stories. The students shared their projects to studios grouped by grade level. Links to each studio are below.
3rd: scratch.mit.edu/studios/25999827/
4th: scratch.mit.edu/studios/25999840/
5th: scratch.mit.edu/studios/25999872/




Code.org
Kindergarten, first, and second grade worked on completing their Code.org courses. During our office hour meetings we worked on some of the lessons together.

I cannot wait to get back to school to see the amazing students of Sinclair Elementary. I am already planning for next year in the hope that conditions will allow us to gather in person to make, build, and program awesome stuff.









Sunday, February 23, 2020

Let the Games Begin!

The cardboard arcade has become a yearly fixture in the STEM lab calendar for 3rd grade. I place this in the third grading cycle because it usually has an extra week and few interruptions to the schedule.

We start with a brief overview of what exactly is an arcade. I always include both definitions (covered passageway lined with shops AND place to play games for a fee), because I see myself as a teacher of all subjects. Then we watch and discuss the Nirvan Mullick film Caine's Arcade which is the original inspiration for the whole cardboard arcade phenomenon. The movie documents the arcade built by a 10 year old boy who was spending the summer hanging around in his father's auto parts store.

Next students get together in teams, or elect to work independently, and brainstorm ideas. I place as few limitations on them as I am able. The games must be table top size and must be playable by first and second graders. I encourage the students be be as creative and not just make a replica of an arcade game they saw at Dave and Buster's. Once an idea is selected, students begin planning in their journals. These plan include a list of materials, steps for completion, and direction for how to play the game. I insist on a detailed plan because I find that it cuts down on the amount of materials that are wasted. During the planning phase I meet with each group to offer feedback on their design. Depending on what they are trying to make, I ask questions to get them thinking about the details that will need to be included. That may be "how will you build the ball return?", "how will you stop the ball from flying across the room?", or "how will player know they have won?".

The construction and testing phase lasts several days. While I do help with some of the tougher cutting tasks, I make the students do as much of the hard work as possible. Last year I banned the use of tape in construction because it is wasteful and fails to hold the game together anyway. I spend a lot of the building class periods teaching students to use white glue and structural elements like L-braces and flanges to attach pieces of cardboard to one another. There is much gnashing of teeth in the beginning when I refuse to produce a roll of tape for them to mummify their project with. However, once a few students get the hang of the glue techniques, they are eager to share their skills with others.



The final phase of the project is always the presentation. I invite a class from a lower grade to come and play the games. I never know who will be available from which grade level, so I prepare the 3rd graders for the fact that they may end up entertaining anyone from Kindergarten through 2nd grade. They are always so excited to show off what they have made and the only disappointment ever voiced is that I did not invite their former teacher or the class with their sibling to participate.

There have been some really great projects so far in this unit including a 3 story escape room game, a pinball machine, and a nicely done soccer/hockey mash-up game.








Wednesday, February 5, 2020

Digital Dioramas and Skype-a-Scientist

This rotation in the STEM lab has the second grade taking their first steps into combining physical elements with digital ones to create projects. In my almost entirely self-designed curriculum, this kind of fusion is the ultimate goal for the students I work with. 
The students began by selecting an animal to research using the National Geographic Kids page about different species of animals. I let them explore an bit before choosing and starting to take notes in their journals. They also selected partners for this project. I provided the students with a list of facts that they needed to read for and record in their notes, but also encouraged them to include any information that they found especially interesting. Required information included what their animal eats, where it is found, and what threats it faces. We discussed how threats may be natural (predators) or human-caused (habitat loss/ poaching). Finally, they drew a picture of their chosen animal and its habitat in their journals.

Next, the teams worked together to create detailed drawings of their subject animal, its food, and its habitats. They cut out their pictures and practiced animating how they would move around in a Scratch Jr. project. Students used the camera function to photograph the pictures they drew of the habitats as backgrounds. They also added photos of their animal drawings as well as drawings of what it eats and the threats it faces.

Finally, the students programmed their hand-drawn characters to move around and to share facts they gathered through their research. This process was a great opportunity for me to teach the students about a number of different computer science concepts. They are already familiar with the primary event block in the Scratch Jr language, the Green Flag. This event is a general purpose "go" to all of the characters students have added to their programs. However, most of the teams discovered that the Green Flag event has its limitations because it makes everything move at once. When they wanted different characters to move and speak at different times I showed them the messaging events. When they wanted a prey animal to disappear after being eaten, I was able to show them the uses of the "when characters touch" event which is the beginning of understanding conditionals. 



We finished the unit by having each student team share their work on the SMART Board so they could practice providing each other feedback.

Another element of this unit that I personally find super exciting is our video chat with a scientist. This is facilitated by Skype-a-Scientist, a program that matches classrooms with scientists working in a variety of fields. Skype-a-Scientist connects teachers and scientists and they coordinate the scheduling of a video call. This program lets students see and engage with "actual living scientists" who were once sitting in a classroom as they are now. Each class gets to speak to a different scientist with a different area of study, so each conversation is unique. The first group spoke with a conservation biologist in Seattle, and the second group will be speaking with a geologist from the UK. Skype-a-Scientist is a non-profit run by Dr. Sarah McAnulty. I am proud to support this program with a monthly donation, and I would encourage our Sinclair Elementary families, and anyone else who cares about supporting science education to do the same at patreon.com

Friday, January 3, 2020

Two for One Blog Post - Interactive Posters and Math Stories

The run up to the winter break is is always a busy time. Mine was even busier than usual and the first casualty was my blog posting schedule. So this one will wrap up the work done by the kindergarten, first, and third graders during cycle 2. Then I'll be all ready to go when cycle 3 starts in another week.

Third graders got their first taste of true digital making during this rotation with the interactive posters project. Each class had a different set of research topics to choose from. I try to do this with all of my groups and grade levels. It gives me the chance to see how well various topics work for a particular project. Also, speaking for myself, I like to have some variety in the projects over the course of the unit since I am implementing the same lesson plan 4 times in a row as the classes rotate through the lab. The choices ranged from recycling and energy conservation to birds and fish to objects in our solar system.

Students had the option to work independently or with a partner. They researched their chosen topic and recorded notes in their journals. They then planned a Scratch project to teach about their topic. The plans needed to include backgrounds and sprites they would use, what facts from their research went with each background, and how the sprites would move and talk. I introduced the students to computer programming vocabulary like "event" and "comment". Events are a key part of how their programs for this project operate and commenting one's code is a good habit to get into and one I have been lax in training my students in acquiring. The students also learned how to add pictures from other sources to their Scratch projects. An important part of this is finding pictures that are open source and giving proper attribution in the project notes.

Teams start on the Scratch project together so that both partners are familiar with the basics of its function. After a day or two one partner steps aside and begins work on a poster that complements the Scratch project. When the poster and program are complete, brass fasteners and copper foil tape are added to the poster to create touch points that can be used as key press events to run the various parts of the Scratch program. Turning these conductive materials into "buttons" is achieved by using the Makey Makey input/output board. It is essentially a keyboard connected to the computer via USB without any keys. Wires with alligator clips connect the poster to the Makey Makey which, once plugged into the computer, allows the brass fasteners on the poster to function as key presses when touched.

One of the things I have come to love most about teaching in the STEM lab over the last 5 years is the pure excitement and wonder that students express the first time they try out something made interactive with the Makey Makey.

I wrote a guide to this interactive poster activity that can be found here on Instructables.

Kindergarten and first grade had a unit that centered on math and literacy. Each day we read a story in which some kind of mathematics is involved, different books for each grade level, and then worked on an activity related to the math concept from the book. The books vary a little from one class to the next. Partly that is because of the various interruptions like fire drills and holidays that occur, and partly it is because I do not own a copy of all of the books I would like and have to request them from the public library. Regardless of the books read, the math concepts covered are generally the same. We touch on things like doubling and skip counting. We look at strategies for decomposing and grouping numbers. There is always some measurement and some geometry as well.

I have done some form of this unit for the last few years in the lab and it is always one of my favorites. This unit was born out of my realization that after a couple of year out of the regular classroom I missed teaching literacy, and more specifically books, to my students. My two week units do not allow me to teach novels like I used to, but this unit gives me the chance to read with students again. More importantly, I get to make clear to them the connections between mathematics and literacy that I fear they miss during their classroom reading block.








Friday, November 22, 2019

Morning at the Mini-Museum

This rotation in the STEM Lab has 4th grade working on a project that combines digital and physical elements to make an interactive display. I adapted this activity from one done by a teacher I know in Virginia. (Link to her project guide is below.) I was overly ambitious in my additions for the first group, so some adjustments and refinements were necessary after the first class completed their projects.


On the first day of the unit, students went on a virtual field trip to the Smithsonian Museum of Natural History. The "wandered" around the museum recording observations in their journals regarding the things they saw, how the objects were displayed, and anything else that they found interesting. We followed up with a discussion about what the purpose of a museum is. The students gave several great responses including: "so people can learn and discover things", "so people can see things they have never seen", and "so people can learn about life in the past". That day finished with students brainstorming a list of things they would include if they could design a room in a museum.



The next day, I explained the project to the class. They were to plan a museum room that included 3 objects of their choosing. Each person would build a model of their imagined room using the STEM Lab staples of cardboard, glue, and construction paper. Students would work with a partner to use Scratch to program and digital version of each partner's room that used by key press events to switch between rooms. The rooms are narrated giving at least 2 facts about each object included. Finally, the model museum rooms would be linked via the Makey Makey to the team Scratch project so that when the door to each room is opened, it causes that part of the program to run.



I gave the students a fair bit of leeway in what they added to their museums. This was so that they could include objects representing personal interests and passions. The only requirement was that they be able to give two facts about each object in their rooms. It has been interesting to see what objects the students have included. Some rooms are full of fancy cars or sharks, while others have favorite foods and athletes. The attention to detail that several students added to their physical models. As always, I have been really impressed by how the students helped each other to complete the elements of the project on time. For some, the coding comes more naturally and for others it is the building. I love how they all work together to ensure that everyone's project is finished on time.

I try to mix it up each year in the lab and to not repeat projects too often, but I am loving this one so far and can it it becoming a regular part of the lab curriculum.

The guide by Kathleen Fugle is here: Tiny Museum on Instructables.

The gallery of our projects is here (more added soon): Mini-Museum rooms.








Saturday, September 14, 2019

Starting with Scratch

It has been a great first rotation in the lab! So much amazing making and learning is happening, and I will write about it all in due course over the next several weeks as new classes pass through the lab.

I want to start with the third graders for this post. Third grade begins each year by being introduced to the Scratch programming language and the associated online community. Students do finish their second grade year at Sinclair with a taster course in Scratch, but this is their first exposure to how the upper grades in the lab function.

We start with a lesson on proper digital etiquette with some videos and class discussions. The students learn about their digital footprints, and how to leave appropriate comments. Cyberbullying is also discussed. Students take notes in their journals to use later when they plan their final projects.

Before students are presented with their Scratch login credentials, we do a brief tour of the online community. We go over how to share and unshare projects, how to complete the project page, how to leave comments, and how to report bad behavior. That done, the students login an have some time to explore and create in their accounts. Over the course of the unit, I do give some direct instruction on how to use certain coding structures, but I also provide the students time to experiment. Problem solving is part of the learning process so rather than just tell students how to do everything, I am more likely to ask them guiding questions to help them move in the right direction.

Students worked independently or with a partner to plan a project that would share at least 2 dos and 2 don'ts of digital etiquette and online behavior. They made organizers in their journals showing the behaviors and the reasons why that behavior is acceptable or not. They also sketched the look of their project and the sprites they intended to use. Students had several days to work on the creation of their projects. I met with each individual/group to discuss their progress and offer feedback. As students finished their projects they learned how to add them to a class studio where their work could be viewed about the whole class. I left comments for each project and students practiced their digital etiquette by leaving helpful comments for each other.

This is is one of my favorite units each year just because of the unalloyed excitement of the students. Those who have been at Sinclair for a while have visited the lab to see projects created by older students using Scratch. This unit makes them feel like "the big kids" and they are overjoyed about it. For me, I am most excited about the endless array of possibilities Scratch opens up for the students. Scratch Jr. is wonderful tool, but Scratch has a far greater number of programming tools with which students can create. They can compose music, draw pictures, connect with hardware, and work with data structures like variables and lists. I cannot wait to see what these students will create this year as their skills grow!

Here's the studio where all of the projects are posted.






Sunday, February 17, 2019

Animated Artworks

It has become my habit in the STEM Lab to experiment, so to speak, on the 5th graders. When I devise a new project or new activity or practice, I find it useful to try it out on the group of students who will have gone on to middle school next year. That way, the necessary tweaks and alterations can be made for the following year. This unit is not entirely mine as much is adapted from a number of different activities I have seen done by my various Twitter friends.



Having said that, this is very much an experimental unit in which the 5th grade has been working. It is no secret that I do all that I can to bring concepts and skills from other subject areas into my lab projects. I have wanted to implement a unit with a fine arts focus for a while, and I felt like the 5th graders finally had the requisite physical computing skills to be successful. The project involves students creating their own interpretations of a famous artist's work, both digitally and physically.

Students started by doing some research into the life and work of a particular artist. The first two rotation groups got Vincent Van Gogh (because the first group was shorted 3 days due to various interruptions) and the third group is at work on Claude Monet. (I have not settled on an artist for the last group, yet.) These were chosen because they have a wide range of works to choose from. Students selected a work and sketched it into their notes. This gave me the chance to teach some basic drawing techniques which was a novel experience.



Next, students used Scratch to create an animated version of the painting they selected that also shared information about their artist. First they had to download an image of the painting. We used Wikimedia Commons for this because the images are free to use with attribution (which is another thing I have been working to get students in the habit of, citing their sources). They then uploaded that image into Scratch as a background. All of that is something they have learned previously. The next bit, however, took a little practice. They uploaded the image of the painting again, this time as a sprite and used the paint editor tools to erase most of the painting, leaving only the piece they intended to make move with code. In Van Gogh's "Starry Night" this may have been the moon or the clouds, in Monet's "Tulip Field" it was the flowers or the windmill blades. That sprite was then placed exactly over its corresponding place on the background so that it would only appear as a separate element when then triggering event key was pressed. Students repeated this process until they had at least 3 different animated elements in their chosen work. They also added a sprite that told about the life and work of their artist.

Here are a few example projects:
Van Gogh, Irises
Van Gogh, Starry Night
Monet, Boat on the Epte

The second part of the unit moved us into the realm of physical computing with the Raspberry Pi. First I introduced students to the Explorer HAT add on board. It is a self contained set of inputs and outputs capable of running both LEDs and motors. It has a small breadboard (which students learned to use last year) on top for building the circuits. Students are able to program the lights and motors using Scratch, albeit an older version which takes a bit of getting used to for them. Armed with their upgraded skills, students worked in teams to use the Scratch paint editor to create a digital interpretation of their chosen painting. This too takes some practice, but it also allows them to get creative with how they accomplish the drawing. Some use the shape drawing tools and fill them with color, while others use the line drawing tools. Meanwhile, the other partner is drawing the same painting on paper with colored pencils and markers. Both drawings done, the physical and the digital, teams added 2 LEDs to different places on their drawing, wired them to the Raspberry Pi, and programmed them to light up on different key presses. They also drew and cut out a detail from their painting, attached it to the the axle on a motor, and added the motor to the drawing as well. This was programmed to spin on a key press. The lights and motors matched elements in their digital drawing that they had animated on screen, similar to what they did during week 1. They also added a sprite to talk about the artist and the painting.

At this point the rotations are about half over and I am generally pleased with how it has gone so far. I think for the future I will create a gallery of paintings and artists for the students to choose from. Hopefully that will lead to a greater diversity of projects in the gallery.