In today's session we began by talking about computer modelling. We discovered that computer modelling involved allowing someone, in our case children, to experiment with things on the computer and testing out 'what happens if..' scenarios. Examples of modelling in real life may be testing medicines or using aeroplane models for testing before sending a real aeroplane flying. In terms of software that could be used in schools some examples are My modelling toolkit, 2simple (available on www.purplemash.com), Logo (a free download) and Scratch (another free download).
We were also told about some other useful websites such as http://www.poissonrouge.com/ and http://www.kenttrustweb.org.uk/kentict/kentict_home.cfm.
The skills that children can develop from computer modelling can include:
-learning by trial and error
-become willing to take a risk
-problem solving
-changing strategies
-thinking of ideas
-understanding cause and effect
-reviewing work and strategies and making appropriate changes.
We then spent a while exploring these programs, getting to know them and thinking about how we could use them in the classroom.
I spent some time on purplemash.com on a program which allowed you to build your own maze and then test it out.
Simulation is useful to use in classrooms for ideas that cannot easily be explored without the computer aid. However, simulations shouldn't be used in circumstances where real life activities would be more beneficial e.g. in most science experiments.
We looked at a few more useful tools for the classroom. Wordle was a useful one as you can enter a load of words and it generates an arrangement of these words for you. You can change the colour, layout, font etc for your desired effect. This could be useful for covering topic books, classroom displays, or used as a way of mind mapping, for example. Here is an example:
The skills that children can develop from computer modelling can include:
-learning by trial and error
-become willing to take a risk
-problem solving
-changing strategies
-thinking of ideas
-understanding cause and effect
-reviewing work and strategies and making appropriate changes.
We then spent a while exploring these programs, getting to know them and thinking about how we could use them in the classroom.
I spent some time on purplemash.com on a program which allowed you to build your own maze and then test it out.
This game activity is fun and would be engaging for children of any age. It can be cross curricular as it not only supports ICT, but could support design and technology. Many of the other activities on the website are supportive across the curriculum in a similar way. For example there are activities where you can design your own vehicles. This example is designing a car. You can see that it shows the net, and this may also help children to understand how nets of shapes work in Maths.
Programming:
In the second part of the lesson we discussed computer programming. In this modern day it is very common for children to spend a lot of time playing computer games. However, it may be rare that they actually get the opportunity to design games and play their own games. Therefore, there is a big emphasis on computer programming to come back in to schools priorities.
Purplemash.com also have programming activities, such as their 2go activity where you can program your own character to move through a scene, shown in the image below. A child who has used a beebot or a pixie (mentioned in an earlier week on programming) to do simple programming should recognise the controls and how to use basic programming skills.
We then had a go at using a program called Logo, which is free to download. This program teaches basic programming skills as you have to enter a command and it draws lines on the page depending on what you have asked it to do. It is a very good activity as it can be extended for older children. You can try and program it to draw shapes and patterns, and this can get very complex. Even we found it difficult! It has a strong cross curricular link to maths as it can require a child to use their knowledge of shapes, degrees and spacial awareness.
Next we looked at a program called Scratch, which is also available free to download. It involves children making their own games, which as mentioned earlier, is great as it means they are not just playing on standard computer games, and it will make them aware of the complex process behind making games. This program allows you to create characters, add sound, pictures, text, questions, create movement of characters etc. It is easy to use so accessible to both KS1 and 2.
Overall this session made me realise how there is such a wide range of resources available on the internet, purple mash stood out as particularly useful to me. They all seem to be free and easy to access, and can help support learning across the curriculum. They do not have to be used solely in teaching about computer modelling and programming, but instead can be used in a vast variety of lessons. They are also engaging learning tools for those who find it difficult to concentrate on the standard reading or writing activity.
Session 6:
In session 6 we continued to discuss computer programming and modelling.
We began by looking at Kodu, a program which is free to download by Microsoft. This program allows you to play already created games and edit them, but mainly to design your own games where you can program characters or objects to do certain actions. It allows you to design your scene, characters, add objects, add instructions by programing them in. It is a bit difficult to get to grips with so would be used mainly for high ability key stage 2 children. It could be a good idea to get the older children to design their own games for the younger children to play. It is a way for children to see how the games that they often play are made. It may make them think about programming when playing computer games in their spare time. It is a useful cross curricular program as it can encourage use of maths (directions for example), language development (instructions) and design and technology when creating scenes.
The next program we looked at was called Dance to Advance- which when bought comes with two dance mats. Dance mats will be recognised by lots of children from arcades so may engage them immediately. The program allows you to design your own levels, changing the prompts and answers, where the children have to answer a question and press the correct answer with their foot using the mat. Levels that already exist on the program differ in age range and subject. It is a cross curricular activity as you can play science, maths, English related games for example- or create your own to suit your particular topic. I had a go at making my own. I made a maths game, having the first 8 numbers in the 8 times table as the answers and the multiplication sums as the prompts, shown in the picture below. You can also add pictures and sound to make it more engaging for the children. Using this program you can also ask older children to design levels for younger children which they might find enjoyable. It is a useful resource to use at the end of a topic to assess what the children have learnt. It can be a very enjoyable way of practicing times tables too. Here is an image of my 8 times table game!
Games such as these, or games where you cannot program but simply play already existing games can all be useful tools in the classroom if used appropriately. You can access existing lesson plans online which use games such as the wi, or satnavs to help with geography, as a learning resource. Games are useful in the classroom if this can be justified.
Simulation:
We then went on to discuss simulation, which is actually very similar to computer modelling. Simulation has very similar purposes to modelling as it allows children to experiment. Simulation is more building your own scenes e.g. building a town e.g. in the game The Sims. Modelling is more focused on testing things out, for example the rollercoaster game shown in the image below, available on Kent ICT website. In this game you had to alter the track and test if it worked for the roller coaster to have enough power to get through the whole track.
We looked at a few more useful tools for the classroom. Wordle was a useful one as you can enter a load of words and it generates an arrangement of these words for you. You can change the colour, layout, font etc for your desired effect. This could be useful for covering topic books, classroom displays, or used as a way of mind mapping, for example. Here is an example:
We also looked at Voki: a website which allows you to create your own customised speaking avatar. This could be useful in the classroom for many reasons. You could use it to create a character in a story you have read. You could use it to tell a story. It may also be useful to get children to talk about themselves as they will sometimes be more open if a photo of themselves is not used. This is inclusive for the quieter children, or those with EAL or SEN as they can type their speech.
This is a voki in the making!
M Learning: We quickly mentioned M learning as being the new E-learning. This is learning through mobile equipment e.g. phones or ipods. Lots of schools have taken this on board and have ipod touch's in the classroom, which can be useful for internet research or the many apps you can download. This is likely to be a motivating and engaging learning tool, and many children are so familiar with such devices, they can sometimes use them better than many adults!
All of these programs are useful, if used appropriately and the children have a purpose. They must be used in a way that is meaningful to the child and relates to a set of learning objectives, similar to any resource used in school.




















