I haven't blogged about my 6's in a while, but they too have been busy. I've introduced them to MIT's
Scratch, a wonderful kidfriendly design tool that teaches the logic of programming.
With any tool I introduce, I follow a process which I've refined over the past year.
Step 1: Begin with exploration and play.
All learners need processing time for this. There is no point giving instructions or expecting them to accomplish a specific task until they have a basic understanding of the purpose and function of the tool. For Scratch, learners attempt to figure out independently what the tool is and how it works. They visit tutorial sites, observe those already familiar with the tool and click through screens and on buttons to see what happens. We have had 3 periods for exploration.
Step 2: Sharing and Challenges
At the beginning of our Scratch sessions we now begin with sharing accomplishments, current projects and challenges that have not yet been solved which takes 3-5 minutes. This is fun and interesting. Learners become very excited to hear what others are working on. This is also an opportunity to find out if someone else in the class has already solved a design challenge and to learn from them. Knowledge spreads rapidly through the class. It is useful to hear what design challenges have not yet been solved as it causes other learners to begin thinking and suggesting how a problem might be solved. I will record one of these sessions at a later date.
Step 3: Explaning and Documenting
As students solve design challenges they call me over and we record the new achievement using my iPod Touch. We screen capture while the learner explains what problem they solved, how they solved it and what their game can now do. They must explain clearly and sequentially which allows them to develop the language of explanation in a very natural and meaningful way. Other students listen while we record and quite often will pop over to observe.
Here, Dexter called me over to share his discovery. He can visit other creations to study their programming steps and determine which ones he might like to replicate. He shares how to do this with me.
William explains that he can make an object react to the cursor.
Once again, the atmosphere in the lab is relaxed and fluid.
Today students figured out how to make objects bounce off sides, how to record a sound and create a loop and how to make objects spin. One student discovered variables and another determined the function of the x y coordinates. With variables, a student realized that he is now able to create levels and will work on this the next time we are in the lab.
This type of task is highly engaging, involves creativity, critical thinking, problem solving, analysis, language and math. My role once again is facilitator. For those who have difficultry expressing clear thoughts, I prompt them to slow down, help with vocabulary and aid in the process of explanation, all in a non-stressful environment. What's not to like?