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Lampkins Creative Computing Project - Final Report
Lampkins Creative Computing Project - Final Report
6.4/6d Creativity
Model and nurture creativity and creative expression to communicate ideas, knowledge, or
connections. (PSC-IT 6.4, ISTE-E 6d)
In this document, you will reflect on the implementation of your Creative Computing Project.
This project could be part of your normal teaching or part of an extracurricular activity in either
a formal (k-12 school) or informal (library, community center, etc.) learning setting. Projects
should include some type of computation (e.g., Scratch, Makecode, another programming
language, or CS Unplugged Activity).
This activity could be done with a whole class or a small number of students depending on your
teaching environment.
Name: Jamie Lampkins (Team Teaching with Alisha Impellizzeri)
Focus Standards:
Computational Thinker CSS.CT.3-5.5: Develop and employ strategies for understanding and
solving problems in ways that use the power of technological methods to develop and test
solutions.
MGSE5.G.2: Represent real world and mathematical problems by graphing points in the first
quadrant of the coordinate plane, and interpret coordinate values of points in the context of
the situation.
The lesson started with me giving Alisha not-so-great directions on ice and adding springs to an
easter cookie. My directions were standard directions, such as “place the cookie on the table
and put pink icing on the cookie,” but Alisha followed these directions literally and just rubbed
the unopened icing pack on the cookie. This got a rise out of the kids and got them engaged.
We discussed the importance of clear directions and see if the students could give us better
step-by-step directions on how to ice the cookie. Then, we will complete the CS unplugged
activity of KidBots. Here, a student (bot) will be an object on an 8x8 grid, and another student
(developer) will create a “program” to give directions on how to get to another object; the bot
then follows the program written by the developer.
Items: cookies, icing, sprinkles, plastic knives, paper towels, markers to draw the grid, and a
ball.
Use of Technology and Student Learning Strategies (ISTE-E 6b)
This section should document how you managed the use of technology and student learning
strategies as part of your Creative Computing Project.
2. Do you guide learners to reach out to their peers for support and troubleshooting?
For this project, I expected students to ask a peer for guidance first, and if the peer was
not able to help, then they could come to me for guidance. There were 2 developers, so
they discussed with each other. The learners naturally exchanged dialog and assisted
each other with the correct “code” and descriptions for decorating the cookies.
The students were able to mentally/visually test run their program. They were not able
to physically run their program until it was time to test as a group. Once we ran the
program, one of the student bots did not reach the desired object. She had the
opportunity to rewrite her program.
4. How do you manage the use of technology in these alternative classroom settings?
Students did not use actual technology for this lesson. However, for future lessons,
students typically have their own devices and are able to use technology at the
appropriate times. It’s imperative to teach expectations early, especially about staying
on task and on the approved websites.
For this assignment, I used the Creative Play design process. This was implemented by having
the students create design books like the one for our cardboard design challenge (See Figure 1
in artifacts). I focused on describing the expectations for each step.
• Inspire: Building engagement with the cookie challenge between the two teachers.
o I gave Ms. Impellizzeri purposely vague instructions on decorating my cookie.
She followed them literally. For example, I said to put sprinkles on the cookie,
and she put the unopened pack of sprinkles on the cookie. The kids caught on
very quickly and verbally joined in to help me provide more detailed instructions.
At this stage, we asked the students to write some observations related to the
activity in their design journals (see Figure 2 in artifacts).
• Imagine: Having the students join in and help design a program to ice the cookie
correctly.
o After verbally discussing the importance of clear directions, the students wrote
down the remaining steps to decorate the cookie. We then shared this
information and discussed what an algorithm is in computer
science/programming.
• Create: Create a program to maneuver through the 8x8 grid to a specific object.
o Students create a program using the given computer language. This algorithm
was written in their journals (see Figures 3, 4, and 5 in artifacts).
• Play: Run the program they created (multiple times if needed)
o Teachers then read the program for the “bot” to run. We had one run flawlessly,
and the other had some hiccups. One of our coders. Didn’t follow the language,
and the tester (the person reading the code) didn’t read it as the coder intended.
This was great because it allowed for conversations about different
programming languages.
• Share: Share their cookie program with others and reflect on how it relates to
algorithms that a computer follows.
o We discussed the assignment and decorated our cookies. A couple of the topics
we discussed were the importance of following the given code. Also, how the
“bot’s” start position matters and impacts the written code
(see Figure 5 in artifacts).
Evidence of one or more computational artifacts (ISTE-E 6c)
This section should provide evidence of one or more computation artifacts developed as part the
implementation of the Creative Computing Project. This evidence should include one or more
photos of students project and a written description.
Figure 4: Student’s code for the Figure 5: Student’s code for the
human bot to follow to get to human bot to follow to get to
the ball (not written in correct the ball (written in correct
language). language).
Focus on process, not product (ISTE-E 6c)
What went well in your design process? What could be improved in your design process?
Overall, the activity went well. The learning objective was met, and the kids enjoyed the
activity. My favorite touch was the kids' excitement when I gave unclear directions and my
team teacher followed them literally. In the future, I would prefer to be outside and let the kids
draw the grid out so it’s larger. However, time constraints did not allow for that.
There were a few hiccups in our design process for our lesson. My team teacher Alisha and I
should have discussed which design process we envisioned. We happened to choose 2 different
ones, so some of the students were working with one process while others worked on another.
Although Creative Play (my process) and Engineering Design Processes (Alisha’s) are similar,
some of the terms are different, which by default confused the students on what they should
focus on. Also, we didn’t anticipate a couple of the kids being checked out in the middle of the
lesson. When teaching informally we should prepare for less structured situations.
1. How do you provide opportunities for your learners to apply the components of
computational thinking?
ISTE NOTE 1: To meet this criteria you must show how you provide opportunities for your
learners to engage in the Design Thinking or Computational Thinking process, just presenting
on what it is, is not enough.
ISTE NOTE 2: Please specifically identify each of the steps of which process you identify in your
artifact, as well as how the details of the lesson/activity as it fits into the Design Thinking or
Computational Thinking process, in your artifact.
2. What opportunities are you providing for your learners to express their own creativity?
There will be numerous paths to get to the same outcome. Whether it’s their decorated
cookie or the object on the ground. This allows for creativity and differences to be
showcased and shows students that computer programs can be written in multiple ways
to complete the same task.
3. How do your learners share their work with others?
When students were done writing their grid program, they had their bot run the
program in front of their peers and compare their algorithm with others. Students also
showed their written algorithms to each other. Finally, they were able to show their
final cookie to their peers.
Final Thoughts
Use this section for any additional reflection that you have about the Creative Computing
Project or how you see creativity could be better infused into the learning process.
In the future, I want to make sure I put little blurbs about each part of the student’s design
process in their booklet. I also would challenge the students to each create 2-3 algorithms that
get their bot to the designated spot on the grid. Having students create more than one
outcome forces them to think outside of their original thought process. Overall, I think the
project went well and would love to try it again with a new group of kids and more time!