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Kitty Disastrous booth at #gdc #gamedev #3dart #3d #game #art #kittydisastrous (at Moscone Center)
Walter White and Teachers as Makers: This is my favourite blog article by Sam Patterson! Sam's book, "Coding in the Primary Grades: Beyond the Hour of Code" is due out in March 2016.
This is from the personal blog of my friend Foad Hamidi. He tells the story of how we came to meet and collaborate on the TalkBox assistive communication device, as well as his view of some of my experiences teaching communication and literacy to special needs children through coding.
One of the ways the Makey Makey can be used in augmentative communication is to add spoken words to picture symbols with software that links keystrokes to sound files. In these programs, pressing a letter key on the keyboard plays a sound file. These sound files can be spoken words or phrases. Touchpads attached to the Makey Makey can be used instead of a keyboard. Soundplant (soundplant.org) is one such program, designed specifically to link keystrokes to sound files in an intuitive way. It has a free version as well as a paid version with more features. Scratch (scratch.mit.edu) is a visual programming language and multimedia authoring tool, designed by the Lifelong Kindergarten group at the MIT Media Lab, that is also easy to use for this purpose. It is free.
Children in Syria using the Raspberry Pi and Scratch to âCode to Learnâ. If there, why not here? Condensed from: Syriaâs children learn to code with Raspberry Pi http://www.theguardian.com/technology/2014/jul/26/syria-children-learn-to-code-raspberry-pi
Sam Patterson's article is relevant to the group of special need students I teach only because of the shared Literacy & some Social/Emotional Challenges. Developmentally they are quite separate groups! Great article and great work!
Condensed from Vicki Davis coolcatteacher - http://t.co/l6gJ8jfdoP
Coding with Scratch on the Smart Board
"Starting with Scratch" (scratch.mit.edu/projects/editor/?tip_bar=getStarted), our first foray into the Scratch visual block programming language today. Thanks to the Smart Board, it was everything I'd hoped it would be.
I'm teaching summer school with 75 special needs students, facing a variety of challenges. A number are on the autism spectrum. They are arranged in a rotation of 5 classes of about 15 students, and the course is running just short of 4 weeks, but there are only about 14 teaching days, what with dances, movies and "The Play". Only two students, both from my regular day program, have any previous experience with coding, and that was brief. My own experience with coding is very minimal. I'm not in any way a programmer! We started with 3 days of "unplugged" exercises, colouring pixel art, mostly to keep from freaking out the adults helping with the kids. Last week we went through the 20 mini-tutorials of the Hour of Code - Maze Activity. Today though, was coding in earnest, even though we were only copying out a program. We were using the full Scratch 2.0 language and not just a subset of commands. My goal in choosing computer programming as a course focus, was not so much to have the students learn coding, as it was to use coding to learn. Our primary objective today was engagement. I wanted to start a conversation with the kids around the Smart Board, about the activity and have them join in with each doing a step in building part of the program. They would then do the whole activity themselves and hopefully collaborate.
The Smart Board turned out to be an amazing vehicle for fostering interaction and collaboration. During the teacher lead explanation of the activity, pretty well every student in the class joined in to complete the animation of the dancing Scratch cat. A number of students were able to overcome physical challenges by using a pointer as a stylus.
I was especially pleased when the students broke to work on the assignment. Besides working on individual computers, some of the students worked as a group using the Smart Board. In a couple of the classes, students who had been difficult to motivate to work, offered to lead the activity with more challenged students. It was amazing and really gratifying to see these students lead their peers through the exercise.
Hour of Code - Teaching MEDD/AU: counting, left from right, sequential instructions.
The Hour of Code Maze Activity is turning out to be a great vehicle to teach special needs students concepts like: counting, distinguishing left from right, and as a way to put simple instructions into a sequence. I've been teaching 60-70 special needs students at the TCDSB summer school at James Cardinal McGuigan C.S.S. We started last Wednesday with an "unplugged" activity, translating matrices of numbers on graph paper into pixel art. On Monday we moved on to "Hour of Code" activities at learn.code.org, specifically Stage 2: The Maze. The Maze uses a web based, visual, block coding language, called Blockly, to guide a character through a maze. The characters are taken from the popular Angry Birds and Plants vs Zombies games. The language uses representational coding blocks you drag and drop to provide instructions to move the characters. In concept, it reminds me a lot of visual communication systems that use symbol pictures to allow our non-verbal students to communicate. Blockly is from the same family of computer languages as MIT's Scratch (scratch.mit.edu).
The students I'm teaching face a wide variety of behavioural, physical and cognitive challenges, and yet virtually every one of them has been able to participate in these tutorials, albeit some need guidance and assistance to do so. On the other hand, some are beating the pants off of the adults involved, in the speed at which they are learning this activity. Through guided questioning, this young lady in the wheelchair pictured below, has been able to guide her Educational Assistants through the exercises. She found some of the difficulties the adults were having a little amusing.
The concepts the kids are learning include counting and distinguishing left from right. They are also required to figure out the order in which the instructions the characters follow, must be placed. You can guide the students through this by adding one instruction at a time and then running the code (instructions). Figure out the next step and then add that instructional block and run them again, building the instructional stack one step at a time. Have the kids deliberately make errors. It relieves tension, because it's funny, and it helps them learn. Have the kids collaborate and copy. This is also an activity that can be done as a group using a Smart Board. Have them discuss and plan out the moves. Divide up the jobs such as placing the coding blocks and pressing "run".
Teaching Coding at Special Needs Summer School
Just finished the first week (3 days) of DDME/AU (special needs) summer school. I donât think Iâve ever experienced anything as active, exhausting, stressful, or as exhilarating, outside of contact sports. (Fortunately there hasnât been any direct contact, so far.) We are settling into a total enrolment that seems to be north of 60 students, organized into a rotation of five 45 minute periods a day. The needs are variable, but not as extreme a range as day school. Most (not all) of these students are verbal and can work within a ratio of 4 students to 1 adult. Many are on the autism spectrum and some show signs of OCD or hyperactivity. Iâve set myself the task of introducing them to computer coding. Almost all are familiar with computer devices to some extent, mostly through gaming, but none has done coding.
Because of last minute uncertainty about rooms, Iâve started in a classroom totally devoid of computers, except for a Smart Board. Actually it was a fortunate circumstance. Getting the students away from the computers allowed me to observe them in social interactions and get a feel for capabilities and problems.
I had decided to start with an âunpluggedâ activity, that teaches some of the principles behind computing without using an actual machine. Pixel Art is that cool low-res style of graphic used in classic games like Mario Brothers, and thatâs our topic. csunplugged.com (Colour by Numbers) and learn.code.org (Graph Paper Programming) both have printable activities available on-line to translate numbers or simple picture symbols into graphics.
Colour by Numbers uses a simple form of coding compression so that you donât have to individually specify the colour of each square (pixel) in the picture. Great lesson and important concept, but from experiments in my regular class, not the place to start a DD class. Graph Paper Programming uses simple symbols like arrows and coloured in squares to take you on a tour of your piece of graph paper colouring it in as you go along. Both these tutorials mimic tasks and/or symbols done while programming with a block programming language like Scratch (scratch.mit.edu). I wanted a simple easy activity: that almost everyone could do, that wouldnât shut anyone down because it was too hard (especially the adults), and that demonstrated some fundamental coding concepts.
I decided on Pixel Art, because it draws attention to the fact that the computer screen image is made up of individual pixels. I wanted to individually specify the pixels with a number, demonstrating first of all, that numbers could be translated into graphics, and by analogy that programming is a kind of code, just like spies might use. More than that, Pixel Art is cool, and when translated from an array of numbers on graph paper, a mystery, a surprise! The image is not readily discernible to the average person. Figuring out what the image is, makes it a puzzle or game. It becomes a tool for engagement. We started with small black and white images specified by a binary code (0 or 1). We then increased the number of possible states for each pixel by adding more numbers and therefore more colours.
"Will this picture turn out to be Mario or Sonic?!" Engagement was pretty well complete among the 60 plus students we had each day. (A couple Thinsation cookies on Friday helped a bit.) Not all students had the motor skills or cognitive abilities to accomplish the task and required some modification and assistance. There were only 2 individuals who did not comply at all. One was so hyperactive that he literally couldnât sit down for more than a couple of minutes. He was giving the E.A.s, who had to follow him from class to class, fits. I noticed that he was not trying to leave the classroom, but was merely gravitating to the windows near the glass door that exits the class. So I set up a space for him beside a window away from the door and restricted his movement with tables and desks. He was free to stand up and look out the window, or to work on the assignment, or read a newspaper we got for him.
The second student had decided he was not going to do what everyone else was, or what I wanted. I had offered him an alternative assignment. From his conversations with other students, I noticed that he considered himself an expert on Minecraft. I then offered him an opportunity to create a presentation on it for the class using my office. The office is within the classroom space and has glass walls and an open door. I've cleared it out to use as a calming room or for projects like this. I brought in a computer, which he set up. There were 10 minutes of him trying to look at inappropriate YouTube videos, and reminders that he was being given special privileges and therefore there were special expectations of him, before he set to work. He worked right through his snack break. I'm hoping to get him into the coding tutorials next week by allowing him to assemble and use a miniature Raspberry Pi computer.
On Monday we start with the Hour of Code tutorials. I'll introduce them on the Smart Board. Here's hoping the internet is up!
Maker Movement Incompatible With Common Core - Say Authors - Condensed from Education Week -
From the Archives
Rocket 5 Studios at Bento Miso Collaborative Workspace
Tonight I'm attending "Games with Friends" at Bento Miso, Henry and Jennie Faber's Collaborative Workspace and hangout for the Indie Gamer crowd (and much more). We're here for a game testing session for Rocket 5 Studio's Phantom P.I.: Mission Apparition game, in advance of it's release. The game is put out by another husband and wife team, Tim and Cathy Miller. Phantom P.I. has an absolutely charming look and feel to it, and the crowd seems to be appreciating the game play. More than that I shouldn't say for fear of being accused of bias. You see Cathy is my baby sister and Tim is, well I was going to say like a brother to me, but as I have 5 brothers of various degrees of trouble... Perhaps I'll just say that I like him a lot. Then there's the fact that my daughter Christine and nephew Kevin are writers for it, and niece Melanie designed the main character. I'm not surprised that the game looks as good as it does. Both Tim and Cathy have had experience at a number of major game studios, including both having worked at Lucas Arts, where they met. Cathy, the animator, has feature film experience at Dream Works and other studios.
I will comment on the venue though. The wood floors and brick with exposed beam ambience of the Bento Miso space is every bit as charming, and a little reminiscent of Cathy and Tim's game. Both can only be described as works of Art! Henry and Jennie are the consummate hosts. As much as this place is about providing a welcoming alternative to your home office, where you can collaborate and feed off the energy of others in your, or related fields, that is only half the story. The service and business council available from both Henry and Jenny, make this the business incubator that it is.
Part 2: Coding to Learn and Autism
I've been experimenting with the concept of Coding to Learn with some of my students on the Autism Spectrum. Just for added interest we've been using a Raspberry Pi mini-computer hooked up to a monitor, keyboard and mouse from a defunct computer in my room, but we've also used a conventional PC, as well as my iPad for some of the activities. We started with the tutorials from the "Hour of Code" (http://csedweek.org/learn) and on printed Scratch Cards available from MIT (http://info.scratch.mit.edu/Support/Scratch_Cards). To increase the level of engagement, I tried making simple games with them, first using text tutorials and then video tutorials on YouTube.
We were able to build the classic "Pong" game!
We are in the process of building our own game console for Pong using a Makey Makey, but more about that in a later post. We've also tried some "unplugged" activities (http://csunplugged.org/activities), with my colleague, art teacher Patrizia Coiro.
The level of engagement has been better than I'd hoped for. One student, who is prone to bouts of vocalizing and jumping was able to sit for sessions of over an hour, productively engaged and without any outbursts. This is all the more exciting given that he usually tries to get on to sites that fuel his outbursts when he is allowed on a computer. I hope to be able to continue with these activities at summer school this year. I also have some interest from my colleagues at York University, Melanie Baljko, Foad Hamidi, and Toni Kunic, in helping me develop curriculum ideas and testing them out. Foad will come with me to the Scratch Conference at MIT in August. Melanie, Foad and Toni are participants with me on the TalkBox project (see http://rayferaday.tumblr.com/post/88262173589/projects-1-talkbox-aac-device-2-teaching-coding-with and also http://talkbox.apps01.yorku.ca)
Coding to Learn
The movement to teach kids coding may have been born of nostalgia for the wide open days of hacking in the 70s and 80s, or of a business agenda and fear of technological obsolescence in the 21st century, but there are also solid pedagogical reasons for it. The TCDSB 21st Century Learning & AICT group has identified 6 Competencies for 21st Century Learning: Communication, Collaboration, Self-Regulation, Knowledge Construction, Creative Problem Solving & Innovation, and Use of ICT for Learning. These skills are familiar to me as a Spec. Ed. Teacher teaching students with special needs, including students on the Autism Spectrum, many of whom are non-verbal. These are the skills that Psychologists, Speech and Language Pathologists, and other professionals typically identify as the key foci for academic programming for these students. In his TED Talk, Mitch Resnick from MIT, one of the developers of the Scratch modular programming language, has identified similar skills that children learn from coding. They learn in a meaningful context and come to realize learning is a process and not a product. They learn to break complex ideas or problems into simpler parts, to collaborate, to keep persistent and persevere in the face of difficulty. Becoming fluent with technologies allows them to open up and express themselves, to be creative and to interact with the world around them. Resnick and the MIT team's goal is not so much to have the kids learn to code as it is to USE CODING TO LEARN. Learning to code is seen as an essential 21st century literacy around the world. See: "Year of Code" in Britain, "Hour of Code" in the United States, and others. The Scratch programming language, as well as similar block programming platforms, take away the tedious concerns about programming syntax and allow the student to focus on using the computer to express themselves. New iterations of Scratch (Scratch Jr.) get away from using text altogether and just use the block symbols to communicate with the computer. I can't help drawing comparisons to the communication symbols that many non-verbal students use to augment their communication.
Summer Company: Start-Ups for Students
My son Max just finished his first year in the Game Design Program at George Brown College here in Toronto. It went pretty well! Besides his courses, he did an internship with some senior and graduate students. They are continuing the project with the hope of producing a marketable game, but that's not the story here. With the help of an Ontario government program called Summer Company, Max has become an entrepreneur in his own right.
Summer Company provides start-up funds, up to $3,000.00, for students between the ages of 15 and 29, to start a new summer business. Even more importantly, they provide mentorship and advice. They showed Max how to put together a business plan and budget, and reviewed his marketing strategy with him. Max's business is putting together 3d computer assets for independent game designers, which he will market on-line on the Unity Store. Unity is a cross-platform game engine. Part of his marketing strategy is to join a local shared work space used by the Indie Game Community here in Toronto (bentomiso.com), where he can further network. Summer Company can be found at: http://www.ontario.ca/business-and-economy/start-summer-business-students. I'll keep you posted.
Tesla realizes the value in the open source movement!
In a move that is as much rooted in profit as the spirit of sharing, Tesla is making its patents available to it's competitors for free. (http://www.teslamotors.com/blog/all-our-patent-are-belong-you) In doing so, CEO Elon Musk is acknowledging that his true competition is coming from the massive numbers of gasoline powered cars being produced, and not the handful of electric vehicles. In order for his company to better succeed, the electric vehicle industry as a whole must be more successful. Patents are, in effect acting as barriers to innovation, rather than the safeguards to research and development that they are often touted to be in trade talks. Their real role is in safeguarding the status quo. What Tesla realizes is that innovation is as much about the tacit knowledge involved in making a product as in the patents involved. (http://en.wikipedia.org/wiki/Tacit_knowledge) It's about building the product better and attracting the best engineers and other talent to do so. (http://blogs.hbr.org/2014/06/what-tesla-knows-that-other-patent-holders-dont/)