Teaching Digital Technologies and STEM

Teaching Digital Technologies and STEM

Download the most complete STEM ⚗✈️⚙➕ curriculum resource available! This popular eBook is loaded with activities, resources, and inspiration for your CODING, ROBOTICS, COMPUTATIONAL THINKING and DATA needs. ☀️ UPDATED FOR 2018 - NOW INCLUDES 20 NEW PAGES OF CONTENT, RESOURCES AND AMENDMENTS ☀️ THIS PRODUCT GETS FREQUENT FREE UPDATES. *************************************************************************** With 112 PAGES of resources, interactive multimedia, teaching ideas, and global insights for implementing DIGITAL TECHNOLOGIES AND DESIGN TECHNOLOGIESin the classroom, this book is purpose driven to guide you through providing a 21ST CENTURY CURRICULUM. If you find yourself encountering confusion, hyperbole, and unnecessary expenses that surround the STEM subjects, this eBook will clear the air and help you properly design your class. We follow a proven process of working with data, computational thinking, coding, and robotics that is adaptable to many different students as well as your available resources. It is an ideal resource for implementing the Digital Technologies component of the Australian Curriculum. It is fully aligned to the AUSTRALIAN CURRICULUM, U.S. COMMON CORE STANDARDS, and the BRITISH CURRICULUM. Whether you have been begrudgingly dragged into this curriculum area or something of a guru who wants to take their students to the next level, this book is a must-have and a great addition to our highly popular suite of innovative eBooks. BE SURE TO READ THE REVIEWS FOR YOURSELF!! ***************************************************************************** YOUR REVIEWS ARE ESSENTIAL IN KEEPING OUR PRODUCTS LOW PRICED AND REGULARLY UPDATED!!! IT MAKES A HUGE DIFFERENCE TO US!!! PLEASE LEAVE A REVIEW About Innovative Teaching Ideas Terms Copyright © Innovative Teaching Ideas. All rights reserved by author. This product is to be used by the original downloader only. Copying for more than one teacher, classroom, department, school, or school system is prohibited. This product may not be distributed or displayed digitally for public view. Failure to comply is a copyright infringement and a violation of the Digital Millennium Copyright Act (DMCA). Clipart and elements found in this PDF are copyrighted and cannot be extracted and used outside of this file without permission or license. Intended for classroom and personal use ONLY. See product file for clipart and font credits.
Innovativeteachingideas
Kodu - The Complete Guide

Kodu - The Complete Guide

I've been using Kodu for a while now, and decided to pull everything I have together for this starter pack. Kodu is great for the new curriculum as it allows pupils to code and programme a game in real time, seeing how their programming affects the game instantly. In this pack I have included 2 units of work, a beginner and a more advanced level, as well as lots of bits to go with it. For anybody new to the programme, or to computing, this should be a great way to get going. Any questions about it tweet me @alwayscomputing
matthew_1987
Scratch 2.0 Lesson Booklet 1 (including answers)

Scratch 2.0 Lesson Booklet 1 (including answers)

A lovely booklet which teaches students the basics of programming in Scratch 2.0 (a free downloadable software which can also be accessed online). Very easy to use. As students work through the booklet they build up their skills in programming quickly and efficiently. This is not just a guide of how to use the software, but also key questions of how concepts work and why they work the way they do. Very effective to develop computational thinking. Each worksheet in this booklet also includes I Can Statements Resources included: Scratch Work booklet - PDF file. Answer Booklet (Answer Key). This bundle covers the basics (and much more) of Scratch 2.0 by teaching the following topics: • introduction to Scratch 2.0 • Animations & Costumes • Loops & Motions • Coordinates & Sensing • Drawing with Sprites • Using Variables • Changing Backdrops • Making Music • Scratch Games • Animated Stories • Scratch Assessment Scratch 2.0 can be accessed from https://scratch.mit.edu/projects/editor/?tip_bar=home Scratch 2.0 is suitable for Chromebooks as you do not need to install anything.
balsamgr8
Python Programming - Computational Thinking Homework 2 (IF statements)

Python Programming - Computational Thinking Homework 2 (IF statements)

(Greg Reid has written two Computing text books for the Scottish education system. His resources are used in thousands of schools all over the world.) Computational Thinking (learning to think in a logical/problem solving way) is the buzz word in the teaching of programming. By teaching students to predict the outcome of small pieces of code they naturally become better at building their own programs. This homework is based around the programming language Python (version 3). Students are given small pieces of code and asked to predict the output when certain inputs are entered. Python is an open source programming language. It’s use is not subject to Copyright. Have fun. My students loved these! Previously downloaded 30,000 times on a few websites comments have included: "Thanks, these look like really good examples and introduce code in a fun and engaging way." "Very useful. I'll use for a Maths class as well." "Great examples to understand code. Thank you for sharing it."
snegreid
Python Programming - Computational Thinking Homework 3 (Built-in Functions)

Python Programming - Computational Thinking Homework 3 (Built-in Functions)

(Greg Reid has written two Computing text books for the Scottish education system. His resources are used in thousands of schools all over the world.) Computational Thinking (learning to think in a logical/problem solving way) is the buzz word in the teaching of programming. By teaching students to predict the outcome of small pieces of code they naturally become better at building their own programs. This homework is based around the programming language Python (version 3). Students are given small pieces of code and asked to predict the output when certain inputs are entered. Python is an open source programming language. It’s use is not subject to Copyright. Have fun. My students loved these! Previously downloaded 30,000 times on a few websites comments have included: "Thanks, these look like really good examples and introduce code in a fun and engaging way." "Very useful. I'll use for a Maths class as well." "Great examples to understand code. Thank you for sharing it."
snegreid
Python Programming - Computational Thinking Homework 1 (Strings)

Python Programming - Computational Thinking Homework 1 (Strings)

(Greg Reid has written two Computing text books for the Scottish education system. His resources are used in thousands of schools all over the world.) Computational Thinking (learning to think in a logical/problem solving way) is the buzz word in the teaching of programming. By teaching students to predict the outcome of small pieces of code they naturally become better at building their own programs. This homework is based around the programming language Python (version 3). Students are given small pieces of code and asked to predict the output when certain inputs are entered. Python is an open source programming language. It’s use is not subject to Copyright. Have fun. My students loved these! Previously downloaded 30,000 times on a few websites comments have included: "Thanks, these look like really good examples and introduce code in a fun and engaging way." "Very useful. I'll use for a Maths class as well." "Great examples to understand code. Thank you for sharing it."
snegreid
SQL Computational Thinking Exercises - Set 1 (Basic Search Instructions)

SQL Computational Thinking Exercises - Set 1 (Basic Search Instructions)

Make your lessons fun with Computational Thinking! Structured Query Language is a programming language used to manipulate information stored in databases. As with all programming languages the best way to learn its functions is through solving problems. In this series of fun worksheets (or possible homework sheets) are sets of problems that are solved by writing or interpreting SQL instructions. Students must either predict the output of SQL instructions or calculate the SQL that must have been used to produce some given output from a database. Set 1 includes an explanation of the uses of SEARCH, FROM and WHERE functions followed by 5 pages of questions. This style of learning is very well received by students who "love solving the problems".
snegreid
Fusion IT and Computing - National Curriculum 2015

Fusion IT and Computing - National Curriculum 2015

Fusion AS is a fully integrated assessment system, providing feedback in bespoke formats and enabling the staff teams to work more closely with the learners, enabling the feedback to be relevant and useful. This part of Fusion is IT and Computing and supports the new National Curriculum IT and Computing. This tool can be used to assess gaming courses, games design courses, maths courses and Microsoft's Kodu. Progress can be tracked using the system by learner, staff or peers. Feedback can be between learner and staff or between learners in partnerships or groups. For more information, please view the website: http://www.fusion-as.co.uk/
kereascot146
Algorithm Flowchart Starter

Algorithm Flowchart Starter

A useful help sheet for remembering which shape is needed when and why. Designed as a differentiation tool for students struggling with designing flow charts, or additional support for pupils. Links to OCR A452 and A451. Recall shapes used in a flowchart. Use correct shapes to produce an algorithm. Demonstrate how shapes are used for decisions
brigden91
Using Kerbal Edu to teach modelling

Using Kerbal Edu to teach modelling

Using Kerbal Edu to teach modelling. Students can try out a variety of scenarios to see what happens when they make changes and what they can learn from their mistakes.
mm71
Scratch Programming Student Evidence Booklet, Tutorial & Lesson Ideas (KS2/3 Computing)

Scratch Programming Student Evidence Booklet, Tutorial & Lesson Ideas (KS2/3 Computing)

This is not a full scheme of work (lesson by lesson etc.). Instead I've produced a tutorial for students to make their own Pac-Man game using free Scratch programming software (the instructions I've produced are easy for students to follow). Included is also an 8 page evidence booklet for students to complete to show their understanding of Scratch Programming. The booklet needs completing alongside the practical activity of the Pac-Man tutorial. I've also adapted and included a version of the student booklet with commentary/answers to give teachers an idea of what needs to completed when. The booklet also includes generic assessment criteria on page 8 for this unit for students to shade if the criteria has been met, alongside space for teacher feedback and a student response. Completing the booklet and tutorial fully should last between 5-6 lessons depending on age group and experience in Scratch. TES won't upload the example game used in the testing lesson, so if you don't want to create your own then please email me - palmz@hotmail.co.uk - and I'll send it over to you. As ever, your feedback is greatly appreciated. All content is mine, the rare use of images has been facilitated by royalty free image banks such as www.clker.com Enjoy!
brad-ashley