Codingnumeracy Facilitatornotes
Codingnumeracy Facilitatornotes
Using
inbuilt
videos
the
App
Hopscotch
guides
learners
through
creating
simple
through
to
complex
coded
games
that
target
number
time
and
angle
numeracy
skills
in
a
highly
engaging
platform.
Linked
to
this
are
opportunities
for
students
to
set
SMART
goals
based
on
success
criteria
and
to
blog
and
share
their
progress.
Tags
coding,
gaming,
numeracy,
AusVELs,
Level
4,
AusVELs,
Level
5,
blogging,
reflection,
self
directed
learning
Inquiry
Question
Who
would
win
a
food
fight
between
an
octopus
and
a
cupcake?
Success
Criteria
Completion
of
training
levels
and
reflection
about
how
to
use
the
App
Hopscotch
for
coding
Creation
of
a
food
fight
game
for
two
players
using
Hopscotch
that
allows
2
players
to
throw
food
at
each
other
Self
directed
and
self
paced
learning
is
shown
and
reflected
in
your
own
goal
setting
Targeted
Learners
Year
4
Students
who
are
above
the
12
months
Numeracy
AusVELs
level
Year
5
Students
who
are
above
the
6
months
Numeracy
AusVELs
level
Students
who
enjoy
coding
and
capable
with
basic
Year
4
Maths
vocabulary
Students
who
are
becoming
or
are
already
independent
learners
(this
would
also
work
with
learning
support
staff
facilitating
it)
Task
Duration
400
mins
approx.,
3
-
4
weeks
Required
Resources
Hopscotch
App
(free),
iPad,
Access
to
a
blog
like
Kidblog
or
Google
Sites
Lesson
Outline
Task
Name
To
be
completed
Estimated
Length
20
30
mins
Setting
up
and
Explore
the
task
with
the
students
and
help
them
set
up
first
blog
post.
contextualising
Points
to
discuss
may
include;
What
is
coding?
Success
What
is
gaming?
Criteria
Why
are
we
using
coding
and
gaming
in
numeracy?
Who
can
I
ask
for
help?
What
can
I
try
if
I
am
stuck?
The
success
criteria
The
expectations
of
how
they
are
working
on
this
task
Set
up
conventions
n
for
saving
and
publishing
(eg
yourinitials_tasktitle_schoolintials)
A
student
may
like
to
document
the
discussion
points
and
place
them
on
a
class
blog
to
refer
back
to.
Another
idea
is
to
break
the
success
criteria
down
into
meaningful
terms
with
the
students
and
include
this
on
their
blogs.
Explore
Set
a
timer
for
15
minutes
and
let
the
students
loose
in
the
App.
Let
them
30
mins
push
every
button,
get
lost,
get
things
wrong,
and
explore.
At
the
end
of
15
minutes
get
the
students
to
share
one
thing
they
learnt
with
each
other
(1
minute
max)
before
they
make
their
80
word
summaries
on
their
blogs.
Some
learning
may
need
prompting
so
a
list
like
the
one
below
may
be
used;
Key Skills
Collaboration
Developing
problem
solving
skills
Scaffolding
learning
behaviours
Publishing
Exploration
Inquiry
Peer
coaching
Reflection
Level Up
Find
out:
How
to
log
in
How
to
start
a
new
project
What
a
Level
is
What
you
can
do
under
the
Create
tab
How
to
publish
a
project
How
to
watch
a
video
and
create
at
the
same
time
Students
go
to
Levels
New
Levels
and
complete
the
following
tasks
to
familiarise
themselves
-
Level
1,
2,
3
&
5
The
App
will
show
students
how
to
save
once
done
Students
should
then
post
a
screen
shot
once
they
have
done
all
4
into
their
blog,
under
the
same
post
Learning
Hopscotch.
They
may
like
to
respond
to
the
prompt
What
are
3
skills
you
now
have
that
you
did
not
have
before?
60
mins
can
easily
be
split
into
a
few
sessions
Get Coding
Celebrate
20 mins
Numeracy
Skills
Level
1
-
number
Level
2
time
&
number
Level
3
-
angles
Level
5
-
angles
Self
reflection
and
monitoring
of
learning
Basic
coding
Scaffolding
video/create
style
of
learning
Basic
coding
Self
paced
learning
Reflection
Metacognition
Publishing
Goal
setting
Freestyle it!
Check yoself
Start
a
food
fight
30 mins
30 mins
3
4,
30
minute
sessions
Consolidating
understanding
of
maths
vocabulary
Consolidating
understanding
of
coding
basics
Working
to
strict
time
frames
Reflection
Publishing
Goal
setting
(SMART
goals)
Numeracy
Skills
%,
estimation,
measurement,
degrees,
scale,
x
&
y
axis,
angles,
time,
number
Advanced
coding
Self
directed
and
paced
learning
Problem
solving
Peer
support
Play
Students
now
get
to
play
their
game.
This
is
a
nice
way
to
include
the
rest
of
the
class,
other
learners,
teachers
and
their
peers
in
celebrating
their
success.
If
there
are
mistakes
thats
OK,
they
can
reflect
on
them
in
their
blog.
In
a
new
blog
post
called
"Who
would
win
a
food
fight..."
students
answer
the
inquiry
question,
embed
the
published
game
and
complete
some
of
the
reflection
questions
below;
What
are
you
really
proud
of?
What
would
you
change
for
next
time?
Get
a
peer
to
give
you
some
feedback
on
the
game
using
the
PMI
structure.
List
2
behaviours
you
showed
that
meant
you
could
do
the
task
well
List
2
behaviours
you
want
to
target
next
time
to
help
you
work
more
effectively
What
have
you
learnt
about
numeracy?
What
have
you
learnt
about
coding?
What
did
you
like
about
this
type
of
learning?
What
did
you
not
like
about
this
type
of
learning?
How
well
did
you
satisfy
the
success
criteria?
How
do
you
know?
Look
back
at
your
SMART
goals.
Discuss
how
you
worked
towards
them.
Any
of
the
earlier
questions
can
be
revisited
as
well
or
if
you
have
a
reflection
structure
used
at
your
school
you
can
apply
that.
The
responses
to
these
could
be
a
piece
to
camera,
written
or
even
a
keynote
the
students
could
decide
the
method
as
long
as
the
content
is
covered
in
detail.
40
mins
play,
30
mins
blogging
Celebration
of
inquiry
answer
Self
reflection
linked
to
learning
behaviour
and
goals
Publishing
Collaboration
Peer
feedback
Links
to
AusVELs
Discipline
Based
Learning
Domain
Mathematics
Level
4
Thinking
processes
Design,
Creativity
&
Technology
Personal
Learning
Physical,
Personal
and
Social
Learning
Information
6
Communications
Technology
Specifics
Investigate
number
sequences
involving
multiples
of
3,
4,
6,
7,
8,
and
9
(ACMNA074)
Create
symmetrical
patterns,
pictures
and
shapes
with
and
without
digital
technologies
(ACMMG091)
Compare
angles
and
classify
them
as
equal
to,
greater
than
or
less
than
a
right
angle
(ACMMG089)
Use
a
grid
reference
system
to
describe
locations.
Describe
routes
using
landmarks
and
directional
language
(ACMMG113)
Describe
translations,
reflections
and
rotations
of
two-dimensional
shapes.
Identify
line
and
rotational
symmetries
(ACMMG114)
Apply
the
enlargement
transformation
to
familiar
two
dimensional
shapes
and
explore
the
properties
of
the
resulting
image
compared
with
the
original
(ACMMG115)
ICT
for
visualising
thinking
At
Level
6,
students
apply
ICT
tools
and
techniques
to
represent
and
explore
processes,
patterns
and
cause-and-effect
relationships.
Students
use
ICT
tools
and
techniques
that
support
the
organisation
and
analysis
of
concepts,
issues
and
ideas
and
that
allow
relationships
to
be
identified
and
inferences
drawn
from
them.
Students
review
their
stored
thinking
strategies
in
order
to
identify
similarities
and
differences
in
their
thinking
patterns.
They
document
in
their
bank
of
digital
evidence
how
these
visualising
thinking
strategies
help
them
to
understand
concepts
and
relationships.
ICT
for
creating
At
Level
6,
students
safely
and
independently
use
a
range
of
skills,
procedures,
equipment
and
functions
to
process
different
data
types
and
produce
accurate
and
suitably
formatted
products
to
suit
different
purposes
and
audiences.
They
use
design
tools
to
represent
how
solutions
will
be
produced
and
the
layout
of
information
products.
Students
select
relevant
techniques
for
minimising
the
time
taken
to
process
data,
and
apply
conventions
and
techniques
that
improve
the
appearance
of
the
finished
product.
Students
modify
products
on
an
ongoing
basis
in
order
to
improve
meaning
and
judge
their
products
against
agreed
criteria.
Students
create
and
maintain
an
up-to-date,
logically
structured
bank
of
digital
evidence
of
their
learning.
They
password
protect
and
back
up
important
files
and
use
file
naming
conventions
that
allow
easy
retrieval.
ICT
for
communicating
At
Level
6,
students
use
email,
websites
and
frequently
asked
question
facilities
to
acquire
from,
or
share
information
with,
peers
and
known
and
unknown
experts.
When
emailing,
they
successfully
attach
files
and
they
apply
protocols
for
sending
and
receiving
electronic
information.
They
successfully
upload
their
work
to
a
protected
public
online
space.
Using
recommended
search
engines,
students
refine
their
search
strategies
to
locate
information
quickly.
They
evaluate
the
integrity
of
the
located
information
based
on
its
accuracy
and
the
reliability
of
the
web
host.
Creativity
At
Level
4,
students
apply
creative
ideas
in
practical
ways
and
test
the
possibilities
of
ideas
they
generate.
They
use
open-ended
questioning
and
integrate
available
information
to
explore
ideas.
Analysing
and
evaluating
At
Level
4,
students
test,
evaluate
and
revise
their
designs,
products
or
simple
systems
in
light
of
feedback
they
have
gained
from
others.
They
identify
what
has
led
to
improvements
and
describe
what
they
consider
to
be
the
strengths
and
drawbacks
of
their
design,
product
or
simple
system.
They
consider
how
well
a
product
or
simple
system
functions
and/or
how
well
it
meets
the
intended
purpose.
Managing
personal
learning
At
Level
4,
students
set
short-term,
achievable
goals
in
relation
to
specific
tasks.
They
complete
short
tasks
by
planning
and
allocating
appropriate
time
and
resources.
They
undertake
some
multi-step,
extended
tasks
independently.
They
comment
on
task
progress
and
achievements.
They
manage
their
feelings
in
pursuit
of
goals
and
demonstrate
a
positive
attitude
towards
their
learning.