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  • Conor Forde
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      Riona, Great lesson using the hungry caterpillar. It is nice to put use ICT with something that is already used in the classroom.

      in reply to: Module 4: Nurturing STEM Skills in Primary Education #206177
      Conor Forde
      Participant

        Great Lesson Lorcan. I hope to get some Indi’s for school so I might use your lesson.

        Conor Forde
        Participant

          PART 1:

          Activity Prompt: The Robot’s Adventure – Unplugged Computational Thinking

          Class: 1st Class

          Activity Description:

          In this unplugged computational thinking activity, students will embark on a storytelling journey inspired by a robot’s adventure. Through this creative activity, students will practice sequencing, problem-solving, and critical thinking skills as they guide the robot through various challenges using simple commands.

          Resources Needed:

          Picture book: “The Adventures of Robo the Robot”

          Large chart paper or whiteboard

          Markers or crayons

          Index cards or sticky notes

          Optional: Robot-themed props or cutouts

          Activity Steps:

          Introduction (10 minutes):

          Begin by reading the picture book “The Adventures of Robo the Robot.” The story should involve the robot facing different challenges and finding solutions using commands.

          Discussion (5 minutes):

          Engage the students in a discussion about the story. Ask questions like:

          What challenges did Robo face in the story?

          How did Robo solve these challenges?

          What do you think helped Robo make the right decisions?

          Command Sequencing (15 minutes):

          Explain that the students will now become “programmers” and give commands to guide Robo through their own adventure.

          Set up a large chart paper or whiteboard as the “adventure path” and draw various scenes or obstacles.

          Give each student or group of students a set of index cards or sticky notes.

          On each card, they should write a command (e.g., “Move forward,” “Turn left,” “Jump,” “Stop”) that Robo should follow.

          Students arrange the cards in sequence to create a set of instructions for Robo’s adventure path.

          Storytelling and Execution (10 minutes):

          Invite students to share their command sequences and explain the story they’ve created for Robo.

          Follow the instructions step by step, physically moving through the adventure path.

          Reflect and Iterate (5 minutes):

          After completing the adventure, discuss how well Robo fared and whether any changes could improve the outcome.

          Emphasise the importance of correct sequencing and problem-solving in achieving successful outcomes.

          Extension (Optional):

          Encourage students to swap their command sequences and try out each other’s adventures. Use props or cutouts to add a tactile element to the storytelling.

          Learning Objectives:

          Develop sequencing skills by creating a logical sequence of commands. Enhance problem-solving abilities by overcoming challenges in the adventure. Practice critical thinking by reflecting on the effectiveness of their command sequences.

           

          PART 2:

          The article “The State of the Field of Computational Thinking in Early Childhood Education” by Bers, Strawhacker, and Sullivan (2022) underscores the significance of the early years in shaping children’s computational thinking (CT) skills and abilities. This developmental phase offers both excitement and challenges, as educators, researchers, and policymakers must tailor tools and approaches to suit young learners’ characteristics: limited attention spans, eagerness to explore through hands-on activities, and an innate honesty in expressing engagement and frustration.

           

          The article emphasizes that early childhood is a pivotal period for fostering children’s natural curiosity and nurturing CT skills. International studies reveal that diverse children can grasp CT concepts, connecting them to traditional domains of learning and supporting cognitive and social development. The article also underscores the importance of equitable CT education, stressing that exposure from a young age is crucial to promoting diversity and inclusion in STEM fields.

           

          For policymakers, the article highlights key takeaways: Early childhood (ages 3-8) is critical for cultivating CT skills, promoting digital literacy, and addressing social equity concerns. Young children can master CT concepts, providing a foundation for their future learning. Incorporating CT into curricula is essential, but digital tools should complement traditional learning methods. Age-appropriate tools, especially “unplugged” approaches, are vital for success. ECEC staff and families play key roles; policymakers should provide training and resources.

          Further scientific research is needed to guide policy and practice, exploring CT’s impact on cognitive and socio-emotional outcomes and effective implementation strategies. In light of this, early childhood educators can effectively integrate CT by: Selecting developmentally appropriate tools that align with children’s learning styles. Incorporating play-based, hands-on activities to foster engagement and exploration. Providing tailored professional development for educators. Engaging parents and caregivers in CT activities to support children’s holistic development.

          Overall, this article underscores the importance of cultivating CT skills during early childhood, ensuring equitable access to digital literacy, and promoting thoughtful integration into educational practices to prepare young learners for an increasingly technology-driven world.

          • This reply was modified 2 years, 5 months ago by Conor Forde.
          in reply to: Module 4: Nurturing STEM Skills in Primary Education #205930
          Conor Forde
          Participant

            In this STEM lesson designed for junior infants (4-5 years old), students embark on a hands-on adventure to discover shapes, structures, and basic engineering concepts. The lesson begins with a discussion about shapes using picture cards. Students then dive into activities that involve identifying and matching shapes using building blocks. They work together in small groups to take on a building challenge—constructing tall towers using only squares and rectangles. Creativity flourishes as they also use the blocks to create shape art on paper. The lesson wraps up with a reflection on their experiences and a sharing session. This engaging lesson not only enhances fine motor skills and shape recognition but also cultivates teamwork and problem-solving abilities in a playful atmosphere

             

            https://docs.google.com/document/d/1OnpC1EA_8oTeMaA0dXtCevYo4yKcGDKy_M7sKUeHBLI/edit?usp=sharing

             

            • This reply was modified 2 years, 5 months ago by Conor Forde.
            in reply to: Module 3: Exploring SSE and Digital Integration #205926
            Conor Forde
            Participant

              Digital tools can be used to achieve a multi-faceted approach that involves utilising technology effectively to enhance the teaching and learning process., aligned with the School Self-Evaluation Guidelines and the Digital Strategy for Schools:

              Identifying Learning Objectives and Technology Integration:

              Start by identifying the learning objectives and outcomes you want to achieve.

              Choose digital tools that align with these objectives and can bring variety and interactivity to your lessons.

              For example, if the learning objective is to improve students’ writing skills, you might use online collaborative platforms or writing apps that provide real-time feedback and enable peer editing.

              Engaging Content Creation:

              Create or curate multimedia content such as videos, interactive simulations, and infographics to convey complex concepts more effectively.

              Utilise tools that allow students to create their own content, such as podcasts, videos, or digital presentations.

              Personalisation and Differentiation:

              Use adaptive learning platforms and digital resources that cater to different learning styles and paces.

              Provide opportunities for students to choose their learning pathways and explore topics that interest them within the curriculum.

              Collaborative Learning:

              Incorporate online discussion forums, group projects, and collaborative document editing to encourage peer interaction and knowledge sharing.

              Tools like virtual whiteboards and padlets can facilitate real-time collaboration, even in remote or hybrid learning environments.

              Assessment and Feedback:

              Use digital assessment tools to create quizzes, polls, and interactive assignments that provide instant feedback to students and help you gauge their understanding.

              Gamification and Interactive Elements:

              Incorporate elements of gamification to make learning more enjoyable and motivating.

              Use educational games to help students grasp complex concepts in a hands-on manner.

              Professional Development and Teacher Training:

              The School Self-Evaluation should include assessing teachers’ digital competence and identifying areas for improvement.

              Offer workshops and training sessions to help teachers become proficient in using various digital tools effectively.

              By aligning these strategies with the School Self-Evaluation Guidelines and the Digital Strategy for Schools, you can create a comprehensive plan to enhance the use of digital technology in your teaching. This approach will not only engage students more effectively but also equip them with the digital skills and literacies they need for the 21st century.

               

              Conor Forde
              Participant

                Using digital technology in the classroom helps teachers to make learning more accessible for all. ICT in the classroom promotes improved concentration and engagement in the students. It changes the traditional explicit teaching to a more student lead learning where the teacher takes the facilitator role and helps the children to explore the content. With the new curriculum it will be important to do a SSE to explore what is effective and what can be improved in our schools. We can identify areas within our implementation of ICT, gather some evidence, analyse, report and develop the improvement plan. Once the plan has been developed and all stakeholders within the community have been consulted we can implement the plan. This can help to develop the proficiency of the staff in embedding digital technology in the classroom, develop the infrastructure and looking to establish digital leadership and policy in the school. This in turn will lead to a more sustainable and effective implementation of ICT within Irish classrooms.

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