Name
Making 'snowman' cards with code to share in a project
Topic
Computing
Learning time
100 minutes
Designed time
100 minutes
Number of students
20
Description
Students are building up a snowman with code. The final product will be uploaded in their etwinning platform as an exchange of Christmas wishes with our partners.
Aims
To develop computational thinking through problem solving (following/giving instructions) and coding.
Outcomes
  • Psychomotor skills The students will draw, use the keyboard, will coordinate commands to products (e.g. the width of the snowman's head changes according to the number of the width parameter in our code).
  • Affective learning outcomes The students will develop their creativity and build their confidence through sharing something they have created.
  • Application The students will apply the knowledge of coding to create a digital snowman
  • Analysis The students will analyze the way code is used to produce something.
  • Comprehension The students will understand that code relates to real life (using code to produce a graphic representation).
  • Synthesis The students will gather all their acquired knowledge to design/produce a snowman with code.
No outcomes are set
Editor
Anthi
Observing a snowman
5 minutes)
  • Investigate
    5
    1
    0
    Use http://www.pics4learning.com/ to search for snowmen pictures. Type in the search box the word 'snowman'. Have a look at the images and notice the shapes, the colours, the accessories and other details a snowman may have.
Notes:
Resources attached: 0
Preparing step by step instructions to build up your snowman
10 minutes)
  • Discuss
    10
    2
    0
    Discuss with your partner the steps you should follow in order to draw and decorate a snowman. Write down your instructions.
Notes:
Resources attached: 0
Writing detailed step by step instructions for building up a snowman.
15 minutes)
  • Read
    5
    1
    1
    Read the instructions http://www.wikihow.com/Draw-a-Snowman on how we can draw and decorate a snowman.
  • Discuss
    5
    2
    0
    Discuss with your partner the similarities and differences between your instructions and the ones you have just read.
  • Collaborate
    5
    2
    0
    Work together to edit and maybe improve your own instructions. Check them out with your teacher.
Notes:
Resources attached: 0
An introduction to drawing shapes with code.
15 minutes)
  • Read
    15
    1
    0
    (On the Overhead Projector Screen) Watch the first video/1st step (Welcome to our Hour of Code) of https://www.khanacademy.org/computing/hour-of-code/hour-of-drawing-code Watch the second video/3rd step (Making drawings with code) Proceed to the 4th step which is a tip on how to easily change the numbers in the parameters of a drawing (Notes: Teacher pauses the videos and makes sure students understand basic ideas of coding.)
Notes:
(Tip for the T.): Teacher pauses the videos and makes sure students understand basic ideas of coding mentioned on the videos.
Resources attached: 0
Trying out a simple snowman with code
20 minutes)
  • Practice
    20
    2
    0
    Follow carefully the instructions you are provided with in the 5th step of https://www.khanacademy.org/computing/hour-of-code/hour-of-drawing-code/p/challenge-simple-snowman, i.e. the challenge. Move on to coding with the 6th to 11th step for more details to your drawing. For each step one will be the driver (typing at the keyboard) and the other one will be the navigator (reviewing what has been written and correcting errors).
Notes:
Resources attached: 0
Matching your ideas on your paper and code to make a Super Snowman for your cards
10 minutes)
  • Collaborate
    10
    2
    0
    Based on the notes of how to make a snowman you took down with your partner at the beginning of the session, use the grid paper https://s3.amazonaws.com/KA-share/cs/HandoutGraphPaper.pdf to draw your super snowman. One of you will be the painter and the other the instructor.
Notes:
Resources attached: 0
Finishing up the snowman card with a wish and uploading it onto our etwinning platform.
25 minutes)
  • Produce
    25
    2
    0
    Work with your partner to produce with code the super snowman from your paper grid (i.e. Project: Super Snowman on https://www.khanacademy.org/computing/hour-of-code/hour-of-drawing-code/p/project-super-snowman). Don't forget to add some text with a wish for our partners. When you finish, save your snowman and share it on our twinspace (etwinning platform). To do that, click on 'share' in the upper right hand corner of your snowman project, copy the embed code and paste it in the PAGE: 'Christmas wishes from Greece' of our etwinning project. (First click on 'edit page' and after you have copied your embed code click on 'save' to save your work.)
  • Produce
    1
    0
    At home you can experiment with the rest of the projects on https://www.khanacademy.org/computing/hour-of-code/hour-of-drawing-code/p/project-super-snowman.
Notes:
(Assessment) If the final product of the students, i.e. their snowman with code has been effectively shared, the aims of the learning design will have been achieved.
Resources attached: 0