Bringing Reality into New Technologies

[Best practice]

This workshop is focused on making the new technologies useful for students in problem-solving processes so we maintain the momentum of the new technologies after the novelty has died out. We must work on two levels for this objective to succeed; we must first create basic knowledge about the new technologies and their limitations for the students. This is done using small exercises that intends to pique students’ curiosity and make them technically better. The second level is to involve reality and ask students to invent practical solutions to established cases. Finally, the students have to produce the above mentioned cases in cooperation with local businesses. The workshop will be based on the above didactic approach and be based on Makey Makey and Scratch.

Place: Session A – 11:00 at INCUBA 137. Participants should bring a computer with Scratch 2.0 installed.

Introduction and Background
In the modern school system, the teacher must accept that students often know more about technology and the use of IT equipment than they do. Therefore, it is important that we as educator help the students’ development of their desire to use the knowledge and courage to show their talent. This workshop will include specific examples of the two levels and how students demonstrate their project experiences.

The vision
The expected learning outcomes of the workshop is, for the participants to experience the value of being able to manage a step-by-step learning, while maintaining curiosity. Participants will experience how the “show- paced” technology ”Makey Makey”, could be used in real life.

It is our vision to create an appreciative and challenging training, with a constructivist view of learning. We will create space and opportunity to explore diverse ideas, where personal skills can be expressed. In particular we pay attention to developing students’ individual talent – together. The workshop will present our current solution model to this vision. The use of Makey Makey and Scratch as a learning tool to establish a learning environment that supports student-to-student learning. We have learned that students quickly start to use their knowledge and turn in into something concrete or else they quickly lose interest.

About the Workshop
The workshop is directed toward teachers in the 4th – 8th grade, but may also be of interest to others who want to try out a link between technology and reality. Participants are invited to experiment with both small tasks and concrete cases. Participants first try to work with Scratch, by solving small introductory tasks. Then, they will be able to experiment/play with Makey Makey, before finally solving a fictitious case of a company which involves both Makey Makey and Scratch.

The first part of the Workshops invites the participants how to use ”Scratch 2.0” using a short intro video and 20 smaller exercises posted on YouTube. The intro serves as an appetizer and a catalog for participants to try the remaining exercises later at home. The second part of the workshop is a short presentation of ”Makey Makey” and how it works with ”Scratch 2.0”. Finally, participants are presented with a real life case story, where both ”Scratch 2.0” and ”Makey Makey” are used to form a solution.

The problem
The company ”Zoom Boom” specializes in developing and conceptualizing tv-shows for Danish TV stations. In their latest show “Around the maze” a collaborative exercise is included. One person, blindfolded, must be guided through a maze by a team mate. Each time the contestant steps out of the maze passage, a penalty point is given. Obviously the team that can lead each other through the maze, with lesser penalty points, wins.

The task
ZoomBoom is looking for a technial device that can count and apply the penalty point automatically.

  • Topics The didactic ideas underlying this form of learning: informal learning situated learning , hands-on learning
  • Expected workshop results At the end of the workshop, participants can expect knowledge of how Makey Makey and Scratch works and they will get an insight how to combine reality with the two technologies.

Number of participants : Max 16.

Workshop participants should bring a computer with Scratch 2.0 installed. But we will bring some computers with ”Scratch 2.0” installed. Use the following link: http://scratch.mit.edu/scratch2download/ Participants work in pairs.

About the Workshop Facilitators
Anders Thorup is a science teacher at Kirkebakkeskolen in Vejle. He teaches physics, biology and mathematics. Anders Thorup has helped to develop the electronic portfolio and develop methods for differentiation.

Jesper Hildebrandt is an engineer and digital fabrication wizard working with FabLab@SCHOOL.dk at Spinderihallerne, Vejle, DK.

FabLab Vejle Students from 7.x on Kirkebakkeskolen in Vejle

Download full workshop description