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Showing posts with label computer science. Show all posts
Showing posts with label computer science. Show all posts

Wednesday, October 24, 2018

#TechnovationMN 2019


I just received an email from the TechnovationMN team! If you are intersted in learning, read on or contact me!

Whether last year or prior years were your first year or 4th year as a mentor, we are hoping you will join us for the 2019 season. Without you, there is no Technovation[MN] program. Included are all the important dates and info so you can be ready for the entire process.

2019 Season Timeline:
  • App Days in the Twin Cities:  December 8, 2018 & January 12, 2019 (Mentors attend one or both)
  • Official Season Launch: January 7, 2019
  • Southeast MN (Rochester) events: Coming in January!
  • Team Registration Deadline: March 20, 2019
  • Mobile App Submission Deadline: April 23, 2019
  • Appapalooza: May 11, 2019

Register to be a mentor! Click this link to complete registration:  Register Here

Events:
  • App Days  for the Twin Cities are coming! App Days teach mentors and the girls how to use App Inventor.
    • For new mentors, this is an opportunity to learn about the Technovation Challenge, understand your role and responsibilities as a mentor, and answer any questions you may have.
    • For returning mentors, this is an opportunity to learn about what changes are in store for the Technovation Challenge this season and help answer any questions new mentors may have.
    • We will be hosting two separate sessions so please mark your calendar for December 8, 2018 and January 12, 2019.  Register here for the December 8, 2018 App Day.

Hoping to see all of you for the 2019 Technovation season. It is going to be a great year of learning and fun! You can view our  Appapalooza Video as well as our Promotional Video. We have also attached a PDF doc summarizing the program and commitment involved for mentors. Feel free to pass it along to anyone who might be interested.

Friday, September 29, 2017

Computational Thinking, Coding, Robotics, Computer Science in Kindergarten.... Oh My and Why!

It's an exciting time to be a kindergartner!

A few years ago, when I had my own classroom, the first month was focused on building relationships, establishing routines and learning how to act in school. I didn't even think about bringing in lessons that were enhanced by the use of technology until mid October. We are introducing coding, robots, and engineering in the first month of school. Prior to this year, I didn't think it could be done.  Which is why I challenged myself this year to try it. A very dear friend of mine opened up her kindergarten classroom for me to try a few new lessons and it has been the highlight of my year so far. I look forward to returning soon!

I plan to share out lessons on by blog this year with a focus on the integration of plugged, unplugged, and robotics lessons in k-12 classrooms with an emphasis on elementary. I will start with a few kindergarten lessons.

My goal was to bring in the following standards:

ISTE Standards for Students


Computational Thinker
Students develop and employ strategies for understanding and solving problems in ways that leverage the power of technological methods to develop and test solutions.

5a - Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
5b - Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.
5c - Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
5d - Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.





CS Framework 


Algorithms and Programming
Algorithms - Students will understand that people follow and create process as part of daily life.
Control- Students will understand that computers follow precise sequences of instructions that automate tasks.
Program development- People develop programs collaboratively and for a purpose, such as expressing ideas or addressing problems.

Impacts of Computing
Culture- Students will understand computing technology has positively and negatively changed the way people live and work.

Computing Systems
Devices - Students will understand that people use computing devices to perform a variety of tasks accurately and quickly. Computing devices interpret and follow the instructions they are given literally.
Troubleshooting- Students will understand that computing systems might not work as expected because of hardware or software problems. Clearly describing a problem is the first step toward finding a solution.



Kindergarten Specific Standards
Algebra Recognize, create, complete, and extend patterns.
K.2.1.1 Identify, create, complete, and extend simple patterns using shape, color, size, number, sounds and movements. Patterns may be repeating, growing or shrinking such as ABB, ABB, ABB or ●,●●,●●●.
Writing Process: Production and Distribution of Writing
0.6.4.4 With guidance and support from adults, produce writing in which the development and organization are appropriate to task and purpose. (Grade-specific expectations for writing types are defined in standards 1–3 above.)
0.6.6.6 With guidance and support from adults, explore a variety of digital tools to produce and publish writing, including in collaboration with peers.
Vocabulary Acquisition and Use
0.10.4.4 Determine or clarify the meaning of unknown and multiple-meaning words and phrases based on kindergarten reading and content. a. Identify new meanings for familiar words and apply them accurately (e.g., knowing duck is a bird and learning the verb to duck). b. Use the most frequently occurring inflections and affixes (e.g., -ed, -s, re-, un-, pre-, -ful, -less) as a clue to the meaning of an unknown word
0.10.6.6 Use words and phrases acquired through conversations, reading and being read to, and responding to texts.
K 1. The Nature of Science and Engineering 1. The Practice of Science 2. Scientific inquiry is a set of interrelated processes used to pose questions about the natural world and investigate phenomena. 0.1.1.2.1 Use observations to develop an accurate description of a natural phenomenon and compare one’s observations and descriptions with those of others.
K 1. The Nature of Science and Engineering 2. The Practice of Engineering 1. Some objects occur in nature; others have been designed and processed by people 0.1.2.1.1 Sort objects in to two groups: those that are found in nature and those that are human made. For example: Cars, pencils, trees, rocks.
K 4. Life Science 1. Structure and Function of Living Systems 1. Living things are diverse with many different observable characteristics. 0.4.1.1.1 Observe and compare plants and animals.
K 4. Life Science 2. Structure and Function of Living Systems 1. Living things are diverse with many different observable characteristics.
0.4.1.1.2 Identify the external parts of a variety of plants and animals including humans. For example: Heads, legs, eyes and ears on humans and animals, flowers, stems and roots on many plants.
K 4. Life Science 1. Structure and Function of Living Systems 1. Living things are diverse with many different observable characteristics. 0.4.1.1.3 Differentiate between living and nonliving things. For example: Sort organisms and objects (or pictures of these) into groups of those that grow, and reproduce, and need air, food, and water; and those that don't.
Language Arts- Literature
K.0.1.2.2 Determine central ideas or themes of a text and analyze their development; summarize the key supporting details and ideas. With prompting and support, retell familiar stories, including key details.



Wednesday, April 26, 2017

Monday, April 24, 2017

Independent Study - Graduate Credit




I have collaborated with St. Mary’s University of Minnesota, to create a one credit independent study course. I am very excited that this project is coming to actualization, and I want to make sure to include you all in this epic opportunity!

Watch for updates more information about registration and class specifics coming shortly or send me an email at akalthof@smumn.edu

Thursday, December 3, 2015

Bitsbox




A few weeks ago, I learned about a subscription box that teaches kids to code. On the website I learned the company was started by a couple of dads, who use to work at Google,  to chase their dreams and build stuff for their kids. They created Bitsbox!

In celebration of Computer Science Education week they had a sign up for teachers to try it for free! When I signed up, I also signed up for their news letter. Yesterday I got an email with a great explanation of what coding is, exactly.

Here is what I learned " Programming is the act of writing a computer program, and computer programs are written in code. Because of this, many people say "coding" instead of "programming", but they mean the same thing. You'll sound cooler if you say "coding"." To learn more visit their site.