Programming is essentially written instructions that a robot or computer program can read and execute. Students must determine the task they want the robot to complete, design the code to make it happen, and then send it to the robot to view the results. Robot technology allows students to see their own way of thinking in a real way during the process of trial and error and correction of errors. Until the task is completed, the robot’s actions are performed according to the plan.
Encourage students to explore robotics and coding through play while also teaching specific concepts like sequence, conditions, and debugging using Ozobot. This work also reinforces a number of math skills like counting and number recognition. Give students an opportunity to create and tell stories using Ozobot code.
Students are encouraged to explore robot technology and coding through games, and also teach specific concepts such as sequences, conditions, and debugging with Ozobot. This work can also strengthen some mathematical skills, such as counting and number cognition. Give students a chance to create and tell stories with Ozobot code.
Tools: Ozobot Robots
Introduce digital storytelling using code, incorporating the visible moves of the Wonder Workshop robots and adding in on-screen animations using the Ozobot app. Give students an opportunity to learn through experimentation, play, and storytelling with Ozobot. Our motto has become “Try, try again!” because each piece of this work requires a lot of practice, failure, and re-dos. Students also learn about loops and functions, practicing pattern recognition, comparing groups, answering “how many?” and solving complex problems using the Ozobot app.
Introduce digital storytelling using code, combined with the visible actions of the Miracle Studio robot, and use the Ozobot app to add screen animation effects. Give students a chance to learn through Ozobot through experiments, games, and storytelling. Our motto became “Try again” because every part of this job requires a lot of practice, failure and redo. Students also learn loops and functions, practice pattern recognition, coding group comparison, answer “how many?” and use the Ozobot application to solve complex problems.
Tools: Ozobot robots
Discovery and play continue to be themes in second grade, where students begin to add more complexity to the stories and games they create in Ozobot by moving them to the Ozobot app. This allows students to have access to a much larger library of code blocks and a community where they can share their creations. Student learn about variables, events, parallelism, remixing, and other valuable computer science concepts. In addition to the Ozobot robots, students have a chance to use Tynker as an additional tangible tool to explore how programming can affect the physical world.
In the second grade, exploration and games were still the themes, and students began to use the Ozobot app to increase the complexity of the stories and games they created in Ozobot. This allows students to explore a larger library of code blocks and connect to a community where they can share their personal creations. Students learn variables, events, parallelism, hybrids and other valuable computer science concepts. In addition to Ozobot robots, students also have the opportunity to use Tynker as an additional tangible tool to explore how programming affects the real world.
Tools: ScratchJr, Ozobot
“Students at CISH are challenged to solve problems through applications of engineering and coding. This may result in the creation of a life cycle, Bridge, a paper stool, a robot completing a task using LEGO, among other innovative outcomes. Each project provides students with new opportunities for creative, critical thinking. As a part of this process, we are continuing to build on students’ love of learning and curiosity.”
CISH students face the challenge of solving problems through applied engineering and programming. This may create innovations such as life cycles, bridges, paper stools, and robots that use Lego to complete tasks. Each project provides students with opportunities for creative and critical thinking. In this process, we will also continue to cultivate students’ love and curiosity for learning. “
Tools: Scratch, Tynker, LEGO
Grade 3 work:
Grade 4 work:
Grade 5 work: