Digital Literacy and Computer Science Standards (DLCS): Coding with - - PowerPoint PPT Presentation

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Digital Literacy and Computer Science Standards (DLCS): Coding with - - PowerPoint PPT Presentation

Digital Literacy and Computer Science Standards (DLCS): Coding with Scratch DLCS Vision Digital Literacy and Computer Science (DLCS) knowledge, reasoning, and skills are essential both to prepare students for personal and civic efficacy in the


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Digital Literacy and Computer Science Standards (DLCS): Coding with Scratch

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DLCS Vision

Digital Literacy and Computer Science (DLCS) knowledge, reasoning, and skills are essential both to prepare students for personal and civic efficacy in the twenty-first century and to prepare and inspire a much larger and more diverse number of students to pursue the innovative and creative careers of the future. The abilities to effectively use and create technology to solve complex problems are the new and essential literacy skills of the twenty-first century. Digital literacy and computer science standards in this Framework articulate critical learning outcomes for Kindergarten through Grade 12 to help prepare students for success in world. The standards represent the core elements of digital literacy and computer science and are intended to drive coherent, rigorous instruction which results in the mastery and application of digital literacy and computer science knowledge, reasoning, and skills.

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Norwell’s Vision

Norwell Public Schools believe that technology is a tool for students to apply and extend their learning, manage information, and engage in relevant authentic learning experiences. Using a developmental, integrative, and relevant course of study we strive to produce students who are responsible and ethical creators and consumers of technology. We strive for a balanced approach to technology education based in the engineering design process that is focused on research, collaboration, creativity, and innovation while cultivating engagement in, and stewardship of, a global society.

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Objectives

  • Introduce and provide rationale behind Digital

Literacy & Computer Science Curriculum Standards

  • Explore how they might look in classrooms
  • Interactively explore using application Scratch

created by Massachusetts Institute of Technology

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Guiding Principles

Guiding Principle 1: Learning: digital Literacy and Computer Science ideas should be explored in ways that stimulate curiosity, create enjoyment, and develop depth

  • f understanding.

Guiding Principle 2: Teaching: an effective program is based on a carefully designed set of content standards that are clear and specific, focused, and articulated over time as a coherent sequence. Guiding Principle 3: Equity: all students should have a high quality digital literacy and computer science program that prepares them for college and a career.

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Guiding Principles (con’t)

Guiding Principle 4: Literacy Across the Content Areas: an effective digital literacy and computer science program builds upon and develops students’ literacy skills and knowledge. Guiding Principle 5: Assessment: assessment of student learning in digital literacy and computer science should take many forms to inform instruction and learning. Guiding Principle 6: Planning and Support: an effective digital literacy and computer science program requires coherent district-wide planning and ongoing support for implementation.

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Overview of Strands

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Digital Literacy and Computer Science Standards

  • f Practice
  • Creating
  • Connecting
  • Abstracting
  • Analyzing
  • Communicating
  • Collaborating
  • Researching
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Description of Practices

Creating

Digital literacy and computer science are disciplines in which students demonstrate creative thinking, construct knowledge, and develop innovative artifacts and processes using

  • technology. Students engage in the creative

aspects of computing by designing and developing interesting computational artifacts and by applying techniques to creatively solve problems.

Skills include:

  • Creating artifacts or computational

projects with practical, personal, and/or social intent

  • Using appropriate algorithmic and

information-management principles and/or digital tools

  • Applying critical thinking, digital tools, and

technology to solve problems

  • Making ethical and responsible choices in

selecting tools, information, and media to create and share artifacts

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Description of Practices Cont.

Connecting Developments in computing have far-reaching effects on society and have led to significant innovations. The developments have implications for individuals, society, commercial markets, and innovation. Students study their effects and draw connections between different computing concepts. Skills include:

  • Describing the impact of

computing on society (humanity), economics, laws, and histories

  • Distinguishing between ethical

and unethical practices with respect to safe and responsible use of information, data, media, and computing devices

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Description of Practices Cont.

Abstracting Computational thinking requires understanding and applying abstraction at multiple levels. Students use abstraction to develop models and to classify and manage information. Skills include:

  • Identifying abstractions
  • Describing modeling in a computational

context

  • Using abstraction and decomposition when

addressing complex tasks or designing complex systems

  • Classifying data into groups and hierarchies
  • Identifying attributes (properties) of the

data groups

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Description of Practices Cont.

Analyzing Students use critical thinking and analytical skills to locate, evaluate, and analyze information, information sources, their own computational artifacts, and the computational artifacts others have produced. Skills include:

  • Asking questions to define a problem or

information need

  • Describing and articulating a problem or

information need; Evaluating information sources, research, data, proposed solutions, models, or prototypes

  • Identifying ways to improve solutions or

information quality

  • Selecting and justifying appropriateness,

precision, or quality of “best” solutions and information sources

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Description of Practices Cont.

Communicating Communication is the expression and exchange of information between two

  • r more people. Communication

includes written and oral mediums, as well as tangible representations supported by graphs, visualizations, demonstrations, stories, and analysis. Effective communication is accurate, clear, concise, persuasive, and responsible. Skills include:

  • Evaluating and select various digital tools for best

expression of a particular idea or set of information

  • Describing computation with accurate and precise

language, notations, or visualizations where relevant

  • Summarizing the purpose of a proposed solution, model,

prototype, or computational artifact

  • Justifying the design, appropriateness of choices, and

selection of a solution

  • Communicating responsibly, such as respecting

intellectual property

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Description of Practices Cont.

Collaborating People working collaboratively in teams, locally or globally, can often achieve more than individuals working

  • alone. Effective collaboration draws
  • n diverse perspectives, skills,

knowledge, and dispositions to address complex and open-ended problems or goals. Skills include:

  • Collaborating with others to conduct research,

solve a computational problem, or developing digital artifacts;

  • Collaborating with others to create

computational artifacts, computational projects,

  • r digital by-products; and
  • Exchanging knowledge and feedback with a

partner or team member

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Description of Practices Cont.

Researching Students apply digital tools to gather, evaluate, and use information in a legal, safe, and ethical manner. Skills include:

  • Defining a problem, research question, or goal
  • Identifying information needs, whether primary (e.g., raw

data, experimentation, collection), or secondary (e.g., existing information)

  • Evaluating and selecting the best sources of information

for credibility, accuracy, and relevance, which may include

  • riginal data, creating a prototype, or conducting other

tangible work

  • Using information ethically: attributing sources of

information (text, written, images, other media) using the appropriate citation format for the discipline

  • Organizing ,analyzing , synthesizing and inferring

information and data

  • Creating a thesis that addresses the research question
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Why code?

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Introduction to Animating with Code

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Target Objectives

  • To use block-based programming tools to program and

command an animation

  • To collaborate when troubleshooting bugs in hardware

and software ○ Create a simple, autonomous animation ○ Create a game-based platform using controls by a user

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DLCS Standards (Grades 3-12)

Grades 3-5 (CT=Computational Thinking)

  • 3-5.CT.d.1 Individually and collaboratively create, test, and modify a program

in a graphical environment (e.g., block-based visual programming language).

  • 3-5.CT.d.2 Use arithmetic operators, conditionals, and repetition in programs.
  • 3-5.CT.d.3 Use interactive debugging to detect and correct simple program

errors.

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DLCS Standards (Grades 3-12)

Grades 6-8

  • 6-8.CT.d.1 Individually and collaboratively compare algorithms to solve a

problem, based on a given criteria (e.g., time, resource, accessibility).

  • 6-8.CT.d.3 Create a program, individually and collaboratively, that

implements an algorithm to achieve a given goal.

  • 6-8.CT.d.5 Trace programs step-by-step in order to predict their behavior.
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DLCS Standards (Grades 3-12)

Grades 9-12 (Computational Thinking) Digital Tools and Collaboration)

  • 9-12.CT.b.2 Represent algorithms using structured language, such as pseudocode

(description of the operating principle of a computer program or other algorithm. It uses the structural conventions of a normal programming language, but is intended for human reading rather than machine reading).

  • 9-12.CT.b.1 Recognize that the design of an algorithm is distinct from its

expression in a programming language.

  • 9-12.DTC.a.1 Use digital tools to design and develop a significant digital artifact.
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Targeted Academic Language

algorithm A list of steps to finish a task. A set of instructions that can be performed with or without a computer. For example, the collection of steps to make a peanut butter and jelly sandwich is an algorithm. block-based programming language Any programming language that lets users create programs by manipulating “blocks” or graphical programing elements, rather than writing code using text. Examples include Code Studio, Scratch, Blockly, and Swift. (Sometimes called visual coding, drag and drop programming, or graphical programming blocks) Command An instruction for the computer. Many commands put together make up algorithms and computer programs.

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Targeted Academic Language Cont.

abstraction Pulling out specific differences to make one solution work for multiple problems. bug An error in a program that prevents the program from running as expected. conditionals Statements that only run under certain conditions or situations.

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Applicable Skills

  • Digital literacy (how to use the MacBook--keyboard, trackpad, etc.)
  • Mathematics

○ coordinates (x axis, y axis) ○ Positive and negative integers ○ Concepts of decimals ○ Concepts of variables ○ Boolean algebra

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Applicable Skills Cont.

DLCS Standards of Practice:

  • Creating
  • Connecting
  • Abstracting
  • Analyzing
  • Communicating
  • Collaborating
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Why Scratch?

  • Programming language teaches computational thinking, a key skill in the new

Massachusetts Digital Literacy and Computer Science Standards

  • Seamlessly integrates into a wide range of subject areas from ELA, math,

social studies and history, science, art, and even music.

  • Numerous transferable skills in digital literacy, computer science and

“traditional” subject areas of a student’s academic life.

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Why Scratch? Continued

  • Online interface which will work with nearly any computer:

Macs, PCs, Chromebooks (not iPads…).

  • Global publication
  • Fun
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A Designed Program Using the Scratch Application

Sample: Task for Today

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Give it a Try:

Begin: Step 1

  • Using Google Chrome click here to access the Scratch

website.

  • Hit the create button.
  • Follow the demonstration to create a background
  • Then code the “Sprite”

Timer

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Your Tasks

1. Create stairs and code Sprite moving up the stairs 2. Code the Sprite moving down the stairs 3. Create a different background and have Sprite interact 4. Investigate and create on your own Or other ideas to try:

  • Add another “Sprite” and code him
  • Code a “Sprite” to describe in text what you recently ate
  • Create/draw your own “Sprite”
  • Experiment with the other Scripts: Motion, Looks, Sound, Pen etc.

Demonstration of what Fifth Graders have done.

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Today’s Task

  • Use commands to control an animation autonomously
  • develop
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Assessment

Formative Assessment: Observation of students moving “Sprite” in the correct direction. Summative Assessment: Students must demonstrate “Sprite” moving from the bottom stair to the top of three steps.