K-12

From last year, I have been trying to compose several technical curricula, all of which related to coding & robotics education for younger kids.

A curriculum is simply a plan for learning. What it differs from an online course is that a curriculum typically addresses the teacher, instead of the student. It normally includes some of the following elements: learning outcomes (i.e., goals for learning), content units organized in a sequence, pedagogical methodologies, assessment methods, and how adjustments to the plan will be made. All these elements are present in one single course; but the idea can also be expanded to describe a series of courses.

 


Python Through CodeCombat

click on poster to access the curriculum!

Can learning how to write python or javascript be an endlessly fun game for kids 7+? The answer is an easy yes: gamification. But we also need to carefully design this self-paced learning path so that kids can take all the CS concepts home with the fun they had.

This curriculum comes from my own experience teaching Python in an after school program for middle schoolers. It is still a work in progress, but the first draft is considered complete. It offers a complete walkthrough of teaching python through the platform of CodeCombat.

 

 


Storytelling with Scratch Jr.

coming soon!

This curriculum introduces Seymour Papert’s term “powerful ideas”  into early K-2 education. It refers to the idea that children can and should program the computer, instead of let the computer program them. In this case, the curriculum revolves around the idea that students can use technology to see what the story they need to tell, instead of using the software to record a story already formed through traditional pen-and-paper storyboarding.

 


SPRKLING FUNS!

coming soon!

The MAJOR difficulty of teaching programming at a younger age (5-7) is that kids of this age cannot easily grasp abstract concepts. And programming, or computational thinking as some choose to call it, involves a non-negligible amount of concepts that are not intuitive. Most curricula are designed to have students encountering abstract concepts FIRST and then getting the necessary hands-on. This curriculum provides teaching plans for sphero SPRK+ by dispersing the difficult concepts into bite-size lessons led by fun hands-on activities.