The document provides information about a Year 5 unit of work focused on coding, gaming, and robotics over two school terms. It outlines learning goals related to computational thinking, algorithms, user interface design, and collaboration. It describes assessments where students will code games and acquire/validate different data types. The unit aims to explain digital systems and how algorithms address problems through visual programming with branching and loops.
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Y5 Coding 2016 Digital Technologies Program
1. Year 5 Digital Technologies Unit of Work: -, 2016
Topic CODING, GAMING AND ROBOTICS Length: Term 2 and ½ Term 3
Yearleveldescription
Learning in Digital Technologies focuses on further developing understanding and skills in computational thinking such as identifying similarities in different problems and describing smaller components of complex systems. It
also focuses on the sustainability of information systems for current and future uses.
By the end of Year 6, students will have had opportunities to create a range of digital solutions, such as games or quizzes and interactive stories and animations.
In Year 5 and 6, students develop an understanding of the role individual components of digital systems play in the processing and representation of data. They acquire, validate, interpret, track and manage various types of data
and are introduced to the concept of data states in digital systems and how data are transferred between systems.
They learn to further develop abstractions by identifying common elements across similar problems and systems and develop an understanding of the relationship between models and the real-world systems they represent.
When creating solutions, students define problems clearly by identifying appropriate data and requirements. When designing, they consider how users will interact with the solutions, and check and validate their designs to
increase the likelihood of creating working solutions. Students increase the sophistication of their algorithms by identifying repetition and incorporate repeat instructions or structures when implementing their solutions through
visual programming, such as reading user input until an answer is guessed correctly in a quiz. They evaluate their solutions and examine the sustainability of their own and existing information systems.
Students progress from managing the creation of their own ideas and information for sharing to working collaboratively. In doing so, they learn to negotiate and develop plans to complete tasks. When engaging with others, they
take personal and physical safety into account, applying social and ethical protocols that acknowledge factors such as social differences and privacy of personal information. They also develop their skills in applying technical
protocols such as devising file naming conventions that are meaningful and determining safe storage locations to protect data and information.
Achievement
standard
By the end of Year 6, students explain the fundamentals of digital system components (hardware, software and networks) and how digital systems are connected to form networks. They explain how digital systems use whole
numbers as a basis for representing a variety of data types.
Students define problems in terms of data and functional requirements and design solutions by developing algorithms to address the problems. They incorporate decision-making, repetition and user interface design into their
designs and implement their digital solutions, including a visual program. They explain how information systems and their solutions meet needs and consider sustainability. Students manage the creation and communication of
ideas and information in collaborative digital projects using validated data and agreed protocols.
Content
Descriptors
Acquire, store and validate different types of data, and use a range of software to interpret and visualise data to create information(ACTDIP016)
Design a user interface for a digital system (ACTDIP018)
Design, modify and follow simple algorithms involving sequences of steps, branching, and iteration (repetition) (ACTDIP019)
Implement digital solutions as simple visual programs involving branching, iteration (repetition), and user input (ACTDIP020)
General
Capabiliti
es
Literacy Numeracy ICT capability Critical and creative thinking Ethical behavior Personal and social capability Intercultural understanding
CrossCurricular
Priorities
o Aboriginal & Torres Strait Islander histories & cultures
o Asia & Australia’s engagementwith Asia
Report outcomes
1. Identifies and reads code
2. Designs and codes a game involving branching and loops
3. Acquires, stores and identifies differenttypes ofdata
Week Learning & teaching strategies and Assessment
1-10 Introduction to coding
Students watch the videos below. URL’s are provided below, however, teachers can access them through SharePoint
https://portal.sac.sa.edu.au/sites/studentlearn/Year5/SitePages/Introduction%20to%20coding.aspx
Videos:
https://www.youtube.com/watch?v=THOEQ5soVpY
https://www.youtube.com/watch?v=tfZTg-n_-7g
https://www.youtube.com/watch?v=CvSOaYi89B4
Words and concepts about coding:
2. Algorithm https://www.youtube.com/watch?v=FHsuEh1kJ18
Loops https://www.youtube.com/watch?v=JoKTqHCni0M https://www.youtube.com/watch?v=mgooqyWMTxk
Debugging https://www.youtube.com/watch?v=g9lQgtcHGRg https://www.youtube.com/watch?v=ILgKunIAdqM
STUDENT TASK: Students choose a course from one of the levels below, depending on their level of coding. Students spend 1-2 lessons getting familiar with coding.
Beginner: https://studio.code.org/s/course1
Intermediate: https://studio.code.org/s/course2
Advanced 1: https://studio.code.org/s/course3
Advanced 2: https://studio.code.org/s/course4
ASSESSMENT 1:
Students play https://studio.code.org/s/course3/stage/3/puzzle/1 for 15 minutes only. Their level is recorded. If students complete the 12 levels they go onto the next stage
https://studio.code.org/s/course3/stage/5/puzzle/1
MODIFIED ASSESSMENT 1:
Students play https://studio.code.org/s/course3/stage/2/puzzle/1 for 15 minutes only. Their level is recorded.
HIGH MEDIUM DEVELOPING
The student completes all 15 levels of pencil
artist, which is Stage 3 in the given time frame
https://studio.code.org/s/course3/stage/3/puzzle/1
In addition, they complete at least 3 levels of
Stage 5.
The students completes at least 6 levels of pencil
artist, which is stage 3 in the given time frame
https://studio.code.org/s/course3/stage/3/puzzle/1
The student completes less than 6 levels of pencil
artist, which is stage 3 in the given time frame
GAME DESIGN
Give student their assessment rubric/task so they are aware of their long term goal (ie to design and make a game using Scratch).Discuss criteria but don’t let them start yet.
As a class, discuss what makes a good game. Useful website:
http://www.bbc.co.uk/guides/zw96tfr#zpxbgk7
Scratch introduction
Introduce students to Scratch. Work through, step by step as a class how to make a maze game.
Useful video link tutorial:
https://www.youtube.com/watch?v=jFnTQ34dZcY
Useful resource: Maze code explained word doc.
Work though, step by step as a class how to make a pong game.
Useful video link tutorials:
https://www.youtube.com/watch?v=9TYA3XTpYGM
https://www.youtube.com/watch?list=PL2E6EED8E1A69F2A5&v=DwVPy0iAJ2M
Useful resources: Stick code and pong game code explained word documents.
Word though, step by step as a class how to make a space invaders game
Useful video link tutorial:
https://www.youtube.com/watch?v=8RIJqEqZ_zU
Allow student to play and explore pre-made scratch games by other people online https://scratch.mit.edu/explore/projects/games/ Once they play a game they can look inside and see the code.
SCRATCH ASSIGNMENT: Game design
1. Copy right: As a class read through the terms and conditions of Scratch https://scratch.mit.edu/help/faq/#about-scratch
2. Students will need to create a folder on their h-drive called Scratch. Inside this file they need to create 2 other folders, one for images and the other for audio.
3. When working with Scratch students need to save their projects within Scratch. The file extension is .sb
3. 4. Students can insert their own images and audio into their Scratch games as long as they fall under Creative Commons. Show students the websites below which can be used to locate
images:
https://pixabay.com/
http://photopin.com/
http://pics.tech4learning.com/
5. Using the sites below, students can download sounds to use for their Scratch game. Most downloads are in .mp3 format.
http://soundbible.com/
http://www.purple-planet.com/
http://www.bensound.com/royalty-free-music/2
Scratch audio formats are usually WAV or AIFF. If students download an audio file from one of the sites they can change the file extension by doing the following.
1. Download the audio file you'd like to use and save it.
2. Open Audacity (you can install this from the SAC application catalogue).
3. Click, file, import audio
4. Once audio has imported, select file, export audio
5. From the file type drop down menu select AIFF or WAV then save
6. You audio is ready to import into your Scratch project.
7. Open Scratch project.
8. Select your sprite or background (which ever you want the sound on)
9. Select sound, import and find your audio file. This will import it into your Scratch project.
6. Go through the assessment rubric with students. Make sure they are clear of what is expected.
7. Students should brainstorm ideas, theme for their game before they begin designing their game.
8. Students will need to create a free Scratch account. Before doing this, class teachers will need to send home a permission letter.
9. Once parental permission has been received class teachers will need to assist students setting up their account. They need to:
- Create a unique online Scratch name. Their name choice needs to be recognizable by other class members (ie Natmoose for Natalia, CatD11 for Cartia D etc).
- Students can then create online or offline and upload. They need to be shown how to do this.
10.Class teachers will need to create a free class Scratch account. This will enable students to upload and share their Scratch projects collaboratively as a group. Limit student uploads to 3
uploads each. They can always delete a game if they’d like to add another. Example of 5JV Scratch class studio: https://scratch.mit.edu/studios/1986772/
ASSESSMENT 2: Game rubric
ASSESSMENT RUBRIC FOR SCRATCH GAME
Task: Design a game using scratch with multiple levels.
CATEGORY HIGH MEDIUM DEVELOPING
Sprites At least one hand
drawn sprite.
At least one sprite
has been edited with
drawing tool.
No edited sprites.
Backdrops At least 3 backdrop
changes.
At least 2 backdrop
changes.
No backdrop
changes.
Game The game is an
original game
design.
The game is a remix
of a referenced
existing game.
The remix is not
referenced.
Game Game is challenging.
Levels get
progressively harder.
Game is challenging
but not impossible.
Game is easy or
impossible.
4. Levels At least 3 levels
which get
progressively harder.
At least 2 levels. 1 level.
Score Keeps score. Goals
are reached, objects
are collected and/or
avoided for points.
There is a variable
for scoring which
works some of the
time.
There is no variable
for scoring.
User friendliness There are clear
written instructions
for the user. Game is
fun to play.
There are
instructions for the
user. The game is
playable.
There are no written
instructions. The
game is unplayable.
Programming
mechanics
Code is ordered
neatly and the
program resets itself
every time.
Most code is ordered
neatly and the
program resets itself
most of the time.
There is no apparent
order with the code
and or the program
doesn’t reset itself.
ASSESSMENT 3:
ASSESSMENT RUBRIC FOR DATA
CRITERIA HIGH MEDIUM DEVELOPING
Folders and
storage
Created folders for
Scratch and sorted
all audio and
images
appropriately
Created folders for
Scratch and sorted
most audio and
images
appropriately
Did not create
folders for Scratch
or sort audio and
images
appropriately
Uploading and
downloading
Independently
uploaded .sb files
to Scratch online
and downloaded
image/audio files
With support
uploaded .sb files
to Scratch online
and downloaded
image/audio files
Did not upload .sb
files to Scratch
online and or
downloaded
image/audio files
File formats Independently
converted .mp3
files to .AIFF files
and embedded
in .sb files
With support
converted .mp3
files to .AIFF files
and embedded
in .sb files
Did not
convert .mp3 files
to .AIFF files and
embedded in .sb
files
Hour of Code:
Students visit this site https://www.khanacademy.org/computing/hour-of-code/hour-of-code-for-teachers/a/using-hour-of-code-in-your-classroom and choose and complete a one hour online
coding course.
CODING WITH ROBOTICS
Choose and master a robotic device (Lego MindStorm, Dash/Dot or Sphero). Resources are available on SharePoint. Time spent on this will depend on when the teacher can get access to the
iPads. Provide further evidence to support you knowledge of:
a) What is an algorithm?
5. b) What is branching?
c) What is a loop?
ASSESSMENT 4:
Observation of students and marking of their record of learning. They need to show evidence of and provide an explanation of algorithms, branching and loops.
Examples of assessment are on the following pages
HIGH