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Posts Tagged ‘technology integration

Space Explorations, Science Fiction Writing, Shadow Puppet Shows: An Interdisciplinary Unit

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I’ve discussed offering electives to my gifted elementary students. My group of 2nd/3rd graders chose space. It began as one would expect any study of space would begin – watching videos, visiting NASA websites, even playing some online games. They then selected planets to learn and research about. They learned basic researching skills and created a guide to their planets. This evolved into them working in pairs or trios to combine their planets to create new planets, aliens who inhabit their planet, and stories about them. In process now, they are creating shadow puppets in Tinkercad, cutting them on my Cricut machine, and fine tuning their scripts for the shadow puppet shows they will perform for younger grades. (Note: This blog post will be updated with recordings of their shadow puppet shows once completed.

Standards Addressed

Next Generation Science Standards

  • ETS1.C: Optimizing The Design Solution – Different solutions need to be tested in order to determine which of them best solves the problem, given the criteria and the constraints.
  • ETS1.B: Developing Possible Solutions

Science and Engineering Practices

  • Asking questions and defining problems
  • Developing and using models
  • Constructing explanations and designing solutions 
  • Obtaining, evaluating, and communicating information

ELA Anchor Standards

  1. Write informative/explanatory texts to examine and convey complex ideas and information clearly and accurately through the effective selection, organization, and analysis of content. (Writing Anchor 2)
  2. Conduct short as well as more sustained research projects based on focused questions, demonstrating understanding of the subject under investigation. (Writing Anchor 7)
  3. Present information, findings, and supporting evidence such that listeners can follow the line of reasoning…(Speaking/ Listening Anchor 4)
  4. Make strategic use of visual displays to express information and enhance understanding of presentations.  (Speaking/ listening Anchor 5)
  5. Integrate and evaluate content presented in diverse media and formats, including visually and quantitatively, as well as in words. (Reading Anchor 7) (source: https://www.artsintegration.net/shadow-puppets.html)

Planet Exploration

Size and Distance of Planets

We began our unit by exploring through planets by size and How Big is the Solar System?.

Researching Planets

Based on initial explorations, students selected a planet to research. It started with Wikipedia and gave me the opportunity to teach them them how to:

  • Skim an article using headings
  • Copy and paste key passages into a Google doc
  • Cite their sources by pasting in the link where they found the information
  • Highlight key words

They explored more facts about their chosen planets through https://www.dkfindout.com/us/space/solar-system/ and https://www.planetsforkids.org/ adding more facts to their Google doc guides

Diving Deeper: Space Travel Guide

Students then completed Space Travel Guides for their their selected planets. These templates were found at https://www.amnh.org/explore/ology/astronomy/space-travel-guide2 (Spanish versions are available).

Some sample completed pages:

Creating New Planets

To move into story creation, students formed groups of two or three. Their first task was to combine what they learned about their original, real planets to create new fictional planets. Here is are some student examples:

One day all the planets where going around the solar system but then Jupiter and Mercury got mashed up! . Our planet’s name is Merpirter. Merpiter has 40 moons. Merpiter is the coldest planet in the Solar system about -35,500 C. degrees. The diameter of merpiter is 44,956 miles. Merpiter colors is like a brownish orange. The goddess of Merpiter is Jupas. Merpiter has big mountains.

How Vars Was Made: A star exploded In the solar system and Venus and Mars got smashed together to  make Vars. How Vars got its moons: one of mars’s moons went around Vars while the other moon flew away. Terrain: the surface is half red half orange and vars has 10 volcanos.

Estimating Dimensions of New Planets

Several students included numerical facts about their planets. This gave me the opportunity to teach them about calculated averages.

Possible Vegetation and Creatures via Math Snacks’ Agrinautica

The app, Agrinautica, allows students to terraform planets by adding gorgeous plants, animals, fungi and minerals, each representing a unique mathematical expression. It s designed for 4th and 5th graders learning mathematical expression-building and order of operations, important pre-algebra skills.

I was so excited to discover this online math game. It fit perfectly into this unit and helped teach the gifted 2nd and 3rd graders some advanced math concepts.

Here is one group’s setting for their story created through this game.

Writing Collaborative Stories

In their small groups, students wrote their stories by using the collaborative function of Storyboard That and Google docs. To begin, though, I shared a kid=friendly video (students ended up loving this) about a story arc.

Storyboard That

Storyboard That is an online storyboarding tool that makes it easy to create a digital story using both images, text, and storyboard templates. It offers a template for a story arc so it was perfect for my students. This is an example of one group’s creation.

Shadow Puppet Shows

The history and characteristics of shadow puppet shows were reviewed with the students.

Source: https://www.artsintegration.net/shadow-puppets.html

Writing Scripts

Since shadow puppet shows are often dialogue driven, lots of time was spent on creating dialogue for the different story arc events from the stories they already worked on. I realized they had some idea of the story arc, but needed some direct instruction. As such, for each event, the video above was reviewed, time was spent on writing the dialogue of that story arc event,

Creating Their Characters

They used Tinkercad to create the characters their shadow puppet shows.

I then cut their characters out using a Cricut Machine.

They then added wooden rods to the back in order to be able to move their puppets around the screen.

Making the Shadow Puppet Theater Screen

Directions for making the screen using a trifold (which I plan to do) can be found at http://www.pasttimeshistory.com/using-a-tri-fold-presentation-board-for-a-durable-screen/

(Note: These images are how I started teaching them about shadow puppet shows – through cutting out alien shadow puppets, showing them how to attach the rods and how to use them behind the screen.)

Shadow Puppet Show Performances

Students will be performing their shadow puppet shows for the younger grades. To introduce the puppet shows, students will share a little bit about their planets. They will perform their shadow puppet shows and then answer questions.

(Video will be added after their performances.)

Written by Jackie Gerstein, Ed.D.

March 13, 2023 at 1:07 am

Creating a Sustainable City (#SDG 11): A Collaboration Between NM Gifted Elementary Students and PA 10th Graders

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During Spring, 2022, a student in my gifted education program suggested that they build a paper city. I loved the idea, suggested that they make a sustainable city, and gave them some additional resources to do so. It ended up being amazing (for more about this see Building a Sustainable City and Class Example of a Sustainable City).

Along with teaching these gifted elementary students (who I teach for multiple years), I teach graduate courses for Walden University. One of the courses is Innovative Curriculum. During the course, these graduate students are asked to develop a global networked curriculum where two groups from very diverse geographical locations, preferably a country different than one’s own, work to solve an authentic problem. Raelee Sweigart a former math teacher and now math coach at Reach Cyper Charter School, developed a curriculum about the two groups of high school students using geometry to create model sustainable housing. Of course, I went a little crazy as my elementary students just finished their sustainable city model. I suggested we use her curriculum to do a collaboration whereby her high school students from throughout Pennsylvania work with my gifted upper elementary students in Santa Fe, New Mexico (two very different geographical and cultural locations). My students wanted to rebuild and refine their city this year, and what a fantastic way for both groups to learn applied geometry. It just got started. I am so excited. Below is the highlights of our collaboration. Thank you, Raelee!

Overview of the Project (developed by Raelee)

During one of the Innovative Curriculum modules, students are asked to develop a digital handout of the project to share with students. Here is the one created by Raelee and modified for our collaboration: https://www.canva.com/design/DAFX8rX_03g/Vm_nSf6_RkTxgjoV99gWmA/view.

Padlet Introductions

As Raelee suggested in her model project, the students introduced themselves using a Padlet. She included columns for video introductions as wells as ones for students to post images of their geographical locations. I later suggested that she add columns for students to post images of example sustainable building from their geographical locations.

Made with Padlet

Screencast of Our First Meeting

This is a snippet of our first Google Meet together, when the students from the two schools met each other and Raelee reviewed the project.

Tinkercad Tips

Our second session focused on Tinkercad tips as that is the tool the students are using to create their sustainable city structures. Here is an edited clips of this meeting:

Sustainability Presentation

Support Handouts

The support documents for this project were found at I love Projects. Geometrocity, the City Made of Math http://digitaldivideandconquer.blogspot.com/2014/07/i-love-projects-geometrocity-city-made.html

10th Grade PA Students Teaching NM Elementary Students

Raelee created a Classkick, a formative assessment tool, for students to review geometry concepts – https://app.classkick.com/#/public/assignments/AYb6pKCnTQyMJFEKeSdp3w. Here is a screenshot of what the students used:


Working Collaboratively in Tinkercad to Design Sustainable Buildings

Making the Sustainable Buildings

Students in New Mexico will use a laser cutter to create the major parts of their sustainable buildings. In Pennsylvania, the buildings will be 3D printed for the students.

Images will be added once this process is completed.

Written by Jackie Gerstein, Ed.D.

February 12, 2023 at 4:21 pm

Winter Holiday Display: A Great STREAM Project

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I love celebrating the holidays and calendar events with my gifted students from my bilingual, Title 1 school. I ask them to make artifacts and displays that showcase both their talents and the holiday (see my blog posts about Dia de las Muertos and Pi Day for examples.) Not only are the projects fun, engaging, and exciting, they also provide opportunities for students to gain STEM/STEAM/STREAM knowledge and skills that address interdisciplinary standards. For this year, 2022, they created displays that included components for Christmas, Hanukah, and Kwanzaa. To do so, they . . .

  • researched different components of the holidays, and created posters to go with the displays
  • used art and engineering to make kinaras, gingerbread houses, and dreidels
  • wired and used LEDs to light up their kinaras and gingerbread houses
  • programmed micro:bits and Circuit Playgrounds to go with their displays

Introduction

I live in New Mexico. Knowledge of Hanukah and Kwanzaa is limited by our state population. so I began this project with holiday themed Kahoot quizzes (the kids love Kahoots). I think Kahoot quizzes are a great way to introduce new information to students. Here is a list of the ones I did with students:

During the quizzes, I visited websites to show students more information about the content being covered.

ELA Common Core Standards

  • Acquire and use accurately grade-appropriate general academic and domain specific words and phrases, including those that signal precise actions, emotions, or states of being and that are basic to a particular topic.

Researching the Different Winter Holidays

This is is the R in STREAM which translates into reading and writing. “STREAM adds one more layer to STEM and STEAM: reading and wRiting. Advocates of STREAM see literacy as an essential part of a well-rounded curriculum, as it requires critical thinking as well as creativity. STREAM projects are similar to STEM or STEAM, but fold in the components of reading and writing” (STEM vs. STEAM vs. STREAM: What’s the Difference?).

After selecting from a list of holiday-related topics, students researched, selected key points, and found applicable images to create posters for the displays. Here are the posters they created (noting that we are a bilingual Spanish class so some of them are in Spanish):

ELA Common Core Standards

  • Conduct short as well as more sustained research projects based on focused questions, demonstrating understanding of the subject under investigation.
  • Draw evidence from literary or informational texts to support analysis, reflection, and research.
  • Acquire and use accurately grade-appropriate general academic and domain specific words and phrases, including those that signal precise actions, emotions, or states of being and that are basic to a particular topic.

Hanukah Dreidels

Kathy Ceceri developed the Circuit Playground Dreidel – https://learn.adafruit.com/CPX-Mystery-Dreidel/overview. Kathy has them cut out their cardstock dreidels from a PDF. I created a template in Cricut so they could be cut out ahead of time. Here is a link to it https://design.cricut.com/landing/project-detail/6380fecebf31eaf51e587127. Due to the complexity of the code, students were provided with the one developed by Kathy.

Another kind of dreidel was made using CDs – see https://minds-in-bloom.com/make-dreidel-out-of-cd/.

Finally, students get to play the dreidel game (happening this coming week).

Standards Addressed

Next Generation Science Standards – Engineering

  • Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.

Social Studies Standard

  • Social studies programs should include experiences that provide for the study of culture and cultural diversity.

National Core Arts Standards

  • Anchor Standard #1. Generate and conceptualize artistic ideas and work.
  • Anchor Standard #2. Organize and develop artistic ideas and work.
  • Anchor Standard #3. Refine and complete artistic work.

Making Kinaras

“The kinara is a seven-branched candleholder used in Kwanzaa celebrations in the United States. During the week-long celebration of Kwanzaa, seven candles are placed in the kinara—three red on the left, three green on the right, and a single black candle in the center. The word kinara is a Swahili word that means candle holder. The seven candles represent the Seven Principles (or Nguzo Saba) of Kwanzaa. Red, green, and black are the symbolic colors of the holiday” (https://en.wikipedia.org/wiki/Kinara).

Students created the kinara by making tissue paper candle holders to make the kinara candles. See the Lighting section below on how they were lighted.

Standards Addressed

Social Studies Standard

  • Social studies programs should include experiences that provide for the study of culture and cultural diversity.

Making Gingerbread Houses

Making gingerbread houses is typically associated with Christmas time and it is a great activity for students. I purchased kits at deeply discounted websites like Five Below prior to the Christmas session. This means that the kits are quite old but they aren’t for eating, they are for display. To add another element of fun, I cut out the doors and filled them with Isomalt. This permitted students to add lights inside to micmic how a house might look like during Christmas (see next section on lighting).

Standards Addressed

Next Generation Science Standards – Engineering

  • Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.

National Core Arts Standards

  • Anchor Standard #1. Generate and conceptualize artistic ideas and work.
  • Anchor Standard #2. Organize and develop artistic ideas and work.
  • Anchor Standard #3. Refine and complete artistic work.

Lighting Up the Kwanzaa Kinaras and Gingerbread Houses

Students learned some basics of electrical circuits using blinking LEDs. For their Kwanzaa Kinaras, they made simple LED/3V Lithium battery connections – see https://youtu.be/pIDB56RYT5M on how to do this.

To light up the inside of the gingerbread houses, the students combined 3 pre-wired LEDs (resistor built in) and a 9v battery in a series circuit (there wasn’t enough power for more than 3 in the circuit). One of the pre-wired blinking lights was placed in each of the gingerbread houses. The basics of how to do this can be found via this tutorial – https://youtu.be/DcN0Xlw7nko.

During the process of making and testing their circuits, we discussed how circuits worked, polarity, and conductive/insulting materials. The following video can help explain electrical circuits to younger students – https://youtu.be/HOFp8bHTN30

Standards Addressed

Next Generation Science Standards – Energy

  • Make observations to provide evidence that energy can be transferred from place to place by sound, light, heat, and electric currents.

Lighting and Signage Using micro:bits

micro:bits were used to create signs wishing happy holidays. They were also used to light up Neopixel rings and strips.Here are some resources for the micro:bit component of the display:

Standards Addressed

Computer Science Standards

  • Create programs that include sequences, events, loops, and conditionals.
  • Modify, remix, or incorporate portions of an existing program into one’s own work, to develop something new or add more advanced features.

Next Generation Science Standards – Energy

  • Make observations to provide evidence that energy can be transferred from place to place by sound, light, heat, and electric currents.

Math Connection

Although, I didn’t do so this year, I have included a math component to gingerbread house making in the past whereby students needed to learn about and calculate the perimeter and area of their creations (see Gingerbread House Making: A Fun and Engaging Cross-Curricular Lesson).

Written by Jackie Gerstein, Ed.D.

December 12, 2022 at 12:38 am

Dia de Muertos & Halloween Displays: A Meow Wolf-ish STREAM Lesson

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I have the privilege of teaching gifted education in Santa Fe, New Mexico. Two unique characteristics of living and working here is (1) there is a strong Mexican population who have retained their beautiful culture – language, culture, food, and holiday, and (2) it is the birthplace of Meow Wolf, unique and immersive art installations with multimedia elements and a mysterious narrative throughout; whose mission is to inspire creativity in people’s lives through art, exploration, and play so that imagination will transform our worlds.

Because of these unique elements in my community, each year I ask the students to create Dia de los Muertos and/or Halloween story-driven and technology-enhanced displays which are put in the front foyers of my schools for the students and visitors to enjoy. They are project-based, high engagement (as students can draw on their individual strengths within their teams), and focus on student voice and choice. In other words, these projects become strong STREAM (Science, Technology, wRiting, Engineering, Art, Math)-based lessons which translates into being interdisciplinary. I believe all lessons should be interdisciplinary as I discuss in https://usergeneratededucation.wordpress.com/2019/01/13/all-lessons-should-be-interdisciplinary:

Standards Addressed

Due to the project’s cross disciplinary nature, standards were addressed from several disciplines:

Common Core State Standards – ELA

  • CCSS.ELA-LITERACY.W.5.3 – Write narratives to develop real or imagined experiences or events using effective technique, descriptive details, and clear event sequences.
  • CCSS.ELA-LITERACY.W.5.6 – With some guidance and support from adults, use technology, including the Internet, to produce and publish writing as well as to interact and collaborate with others.
  • CCSS.ELA-LITERACY.W.5.10 – Write routinely over extended time frames (time for research, reflection, and revision) and shorter time frames (a single sitting or a day or two) for a range of discipline-specific tasks, purposes, and audiences.

Science Standard

  • NGSS: 4-PS3-2. Make observations to provide evidence that energy can be transferred from place to place by sound, light, heat, and electric currents.

GSS Engineering Standards

  • 3-5-ETS1-1. Define a simple design problem reflecting a need or a want that includes specified criteria for success and
  • constraints on materials, time, or cost.
  • 3-5-ETS1-2. Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.

ISTE Standards for Students

  • Know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • Develop, test and refine prototypes as part of a cyclical design process.
  • Exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
  • Create original works or responsibly repurpose or remix digital resources into new creations.

National Core Arts Standards

  • Anchor Standard #1. Generate and conceptualize artistic ideas and work.
  • Anchor Standard #2. Organize and develop artistic ideas and work.
  • Anchor Standard #3. Refine and complete artistic work.

National Standards in Gifted and Talented Education

  • 1.1. Self-Understanding. Students with gifts and talents recognize their interests, strengths, and needs in cognitive, creative, social, emotional, and psychological areas.
  • 1.5. Cognitive, Psychosocial, and Affective Growth. Students with gifts and talents demonstrate cognitive growth and psychosocial skills that support their talent development as a result of meaningful and challenging learning activities that address their unique characteristics and needs.

The Lesson

One of the schools where I teach (I teach at two schools) has a large Mexican (self-identifying term) population and as such, each grade has a bilingual class. My students from this school were asked to create stories and displays based on Dia de los Muertos.

The events were as follows:

  • Write a Thematic Story
  • Review Possible Projects for Story
  • Create Artifacts and Display

Write a Story About Dia de los Muertos or Halloween

With the older students, grades 4 through 6, I reviewed the story arc and explained that they needed to include all of those elements within their stories. With the younger kids, grades 2 and 3, I talked about characters, setting, and plot and reinforced including these elements in their stories. There were 2 to 4 students per group, so they collaborated on their stories using Google Docs. What follows is one of the stories written in English and then translated into Spanish:

English Version


Spanish Version


Links to Other Stories

Story as a Storyboard That Comic

One student requested and created his group’s story as a comic as his other two groups members wrote their story out on Google Docs. Here are a few of his cells.

The rest can be view at https://www.storyboardthat.com/portal/storyboards/cdamm/classroom-public/unknown-story3

Review Possible Projects for Story Display

For possible artifacts to create their story-driven displays and as a way to honor voice and choice, students could select from the following projects:

If interested in a specific project, I would either provide the interested student and/or group with a link to a tutorial or give a mini-lesson on it.

Create Artifacts and Display

Individual groups selected a combination of the following artifacts:

  • micro:bit Characters
  • Neopixels – micro:bit driven
  • Servos – micro:bit driven
  • Sugar Skulls
  • Paper Circuits Skulls and Pumpkins
  • Laser Cut Objects Out of Wood
  • Cardboard Construction Kits
  • Jack-O-Lanterns Lit by Circuit Playgrounds 
  • Hummingbird Bits for Servos and Lights

Here is a slideshow of the students’ creation efforts:

Personal Reflection

The joy both my students experience throughout the lesson is palatable. I love listening to their excitement as they develop their stories. I love watching their smiles as they create their elements for their stories. I love seeing their bodies shake with excitement when their displays are complete, and I love witnessing their pride when the other students excitedly approach and comment on their displays.

Because I have students in my gifted program throughout their elementary years, I love seeing their excitement when we begin this project each year. I always try to introduce some new possibilities for their display elements each year. For example, this year I introduced and taught Hummingbird Bits which I learned about during a PD workshop this past summer. In addition, since I blog about this project each year as a means to document both students’ and my learning, I can see my own progress. Here is the blog post from the first two years I did it – Halloween Wars: An Interdisciplinary Lesson with a STEM, STEAM, Maker Education Focus. During the first year, I provided students with cookies, ping pong balls, LED lights, gummy worms, candy skeletons – no physical computing. So, for me, it is great to see my own growth, too.

Written by Jackie Gerstein, Ed.D.

October 31, 2022 at 12:40 am

Lip Syncing Characters Using micro:bits and Hummingbirds

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I am quite fond of facilitating physical computing activities with my learners as I’ve discussed in Scratch and Makey Makey Across the Curriculum . For that post I created the following graphic to represent the benefits of physical computing. I think it is important to extend the use of coding microcontrollers into making physical objects for the following reasons:

benefits of physical computing

Lip Syncing Characters with a micro:bit and a Servo

I was excited to find Cecilia Hillway‘s (she’s so very talented!) Lip-Syncing Characters With Micro:bit – https://www.instructables.com/Lip-Syncing-Characters-With-Microbit/. Here is her video overview of her processes:

. . . and here are some examples of what my students did over the school year and what Cecilia’s kids did this summer:

Cecilia’s provided a Makecode graphic for the project:

I recreated this Makecode – https://makecode.microbit.org/_aRfexJ44aEpk

Lip Syncing Characters with a Hummingbird

A Hummingbird by Birdbrain is a kit of lights, sensors, and motors which allows students to create personally meaningful robots out of any materials. As part of her Instructables, Cecilia described her use of Hummingbird to add more features to the Lip Syncing Characters. It was a bit complicated for me so I used the kit to add a second servo to have her arm move and a flashing light to highlight my character’s name.

With the help of the folks from Codejoy, a Makecode was created for this project.

Here is the makecode – https://makecode.microbit.org/_1Ex1vYcqbF0r

Written by Jackie Gerstein, Ed.D.

July 18, 2022 at 12:37 pm

Artificial Intelligence: Generative AI

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My gifted students, grades 4th-6th, selected Artificial Intelligence, as their elective during Spring, 2022 semester. (For more about this see Offering Electives to Elementary Students.) The Generative AI learning activities I describe below are part of their larger Artificial Intelligence elective as well as being part of the ISTE AI Explorations course I am taking.

ISTE Standards for Students

  • Students leverage technology to take an active role in choosing, achieving and demonstrating competency in their learning goals, informed by the learning sciences. Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
  • Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions. Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
  • Students develop and employ strategies for understanding and solving problems in ways that leverage the power of technological methods to develop and test solutions. Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
  • Students communicate clearly and express themselves creatively for a variety of purposes using the platforms, tools, styles, formats and digital media appropriate to their goals. Students create original works or responsibly repurpose or remix digital resources into new creations.

The Hook

Students explore the following Generative AI technologies:

Introductory Videos

Students watch the following videos to gain some background knowledge about GANS:

Warm-Up Activity: Create a Mythical Creature

Students create a mythical creature using Google’s Chimera Painter-https://storage.googleapis.com/chimera-painter/index.html. “Chimera Painter is a demo that lets you run wild by drawing out creature shapes that become fully fleshed out by our CreatureGAN machine learning model, which was trained on hundreds of thousands of 2D renders of 3D creature models.” To begin, students watch the following video. It provides a great overview about how GANS work in the context of using the Chimera Painter. Once they create their creatures, they write a short story about them. Students can be instructed that their favorite creation can be used in the next activity – their presentation assignment.

The students loved making these.

Assignment: Create a Generative AI-Enhanced Presentation

For this assignment, students are going to make a presentation out of Generative AI Art that shows the projects they created for our AI unit (see previous blog posts). An alternative can be that the theme for the presentation is decided upon by the student and/or the teacher). It needs to include AI Art, AI sounds or music, and AI Drawing or Painting elements.

To begin students experiment with and create artifacts for the following GANS. They then choose their favorite creation from each of the following for use in their presentations. Students can use Google Slides to upload their creations, and possibly add text to create a GAN-enhanced presentation.

Generative AI Art

Generative AI Music

Generative AI Drawing / AI Painting:

Example Student Project

Written by Jackie Gerstein, Ed.D.

April 4, 2022 at 1:30 pm

Artificial Intelligence: Chatbot Activities for Students

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My gifted students, grades 4th-6th, selected Artificial Intelligence, as their elective during Spring, 2022 semester. (For more about this see Offering Electives to Elementary Students.) The chatbot learning activities I describe below are part of their larger Artificial Intelligence elective as well as being part of the ISTE AI Explorations course I am taking.

ISTE Standards for Students

  • Students leverage technology to take an active role in choosing, achieving and demonstrating competency in their learning goals, informed by the learning sciences. Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.
  • Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions. Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
  • Students develop and employ strategies for understanding and solving problems in ways that leverage the power of technological methods to develop and test solutions. Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
  • Students communicate clearly and express themselves creatively for a variety of purposes using the platforms, tools, styles, formats and digital media appropriate to their goals. Students create original works or responsibly repurpose or remix digital resources into new creations.

The Hook

Learners try out the following chatbot:


Video Introduction


Main Activity 1: A Scratch Text to Speech Language Translator Chatbot

Student Examples


Main Activity 2: Create a Chatbot on a Topic of Your Choice

Learners create their own Chatbots using Scratch 3.0. They are expected to research a topic of personal interest to create a Chatbot that can answer questions about interesting facts related to their topic.

Students explain how the ones they created work:



Extension

To extend knowledge about and coding of Chatbots, learners do the Python-drive CodeMonkey Trivia Chatbot course: https://app.codemonkey.com/hour-of-code/trivia-chatbot/course#1

Written by Jackie Gerstein, Ed.D.

March 30, 2022 at 1:54 am

Transmedia, Digital Storytelling Project

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As someone who, for years, has been using educational technology, I have \said the often stated quote, Technology won’t replace teachers, but teachers who don’t use technology will be replaced. More recently I heard the quote from my brilliant colleague, George Couros, Technology won’t replace great teachers, but in the hands of great teachers can be transformational. This better fits my sensibilities.

As an educator of 1st-6th grade gifted students, I love asking them to use digital platforms that permit them to be content creators. I believe that learners, in this high tech, highly connected world, should be producing as much or even more content than they are consuming. From Digital Promise:

Schools, libraries, and classrooms have traditionally been a place for the consumption of information and ideas. Empowering students as creators means educators shift their professional thinking, instruction and instructional program to enable authentic opportunities for students to individually and collaboratively tinker, build, inquire, design, create, and iterate.

The research surrounding students as creators recognizes their potential to engage, participate and their potential for developing agency as citizens of the world. As digital-age learners, students are not merely consumers of content and ideas. The International Society for Technology in Education (ISTE) identifies “Empowered Learners,” “Knowledge Constructors,” “Innovative Designers,” and “Computational Thinkers” among seven core standards for students (Empowering Students as Creators).

To support students as content creators, they were asked to create transmedia, digital stories. Digital stories are:

At a basic level digital storytelling means using technology to tell stories. You can tell digital stories in many ways, for example: through text on a website or social media tool, through narration and images in a video, or through narration in a podcast. Digital stories are not just facts presented with accompanying images, they are narratives crafted to take the listener or reader on a journey. Just like a novel or a documentary, digital stories have a plot, characters, and themes (What is Digital Storytelling?).

. . . and similarly, transmedia storytelling is defined as:

Transmedia storytelling uses multiple media platforms tell a coordinated story.  Multiple narratives come together, constructing a larger storyworld. Like a giant puzzle, each piece contributes to a larger narrative. The process is cumulative and each piece adds richness and detail to the story world, such as character backstories and secondary plotlines.  This makes for a richer audience experience and multiple access points (What is Transmedia Storytelling?).

For this project, my gifted students, grades 4-6, were asked to write a fictional story, alone or with a partner (most chose a partner). It was open-ended in that the fictional content was determined by them. They did, though, have to create:

  • Characters with each student creating a Makey-Makey/Scratch bottle character,
  • The Story Setting with each individual or team creating a CoSpace to portray their story setting,
  • A Story Arc using Storyboard That or Google Docs.

Makey Makey/Scratch Bottle Characters

To begin this aspect of the project, students were asked to compose 5 facts about their characters. They then created sculptural versions of their characters using water bottles and craft materials. They used Makey Makeys/Scratch to “speak” those facts – see the video below. Scratch is coding language with a simple visual interface that allows young people to create digital stories, games, and animations. Makey Makey is a simple circuit board you can use to create your own keyboard for a computer. For this project, students used Scratch to work using the Makey Makey. See Biography Bottles With Makey Makey for how to do this.

CoSpaces Story Settings

CoSpaces Edu is a 3D creation web and app-based classroom tool that allows students to create in a 3D augmented and virtual reality environments. It permits for collaborative creation so students were able to work with their partners to create a 3D, VR versions of the settings for their stories.

Since CoSpaces projects are VR enabled, I bought a cheap Bnext™ VR headset from ebay so students could view their spaces in virtual reality. It was so much fun to watch their reactions.

(The above images are royalty-free, but my students looked like this when viewing their sites. I couldn’t take photos as they were using my phone/camera to view CoSpaces.)

Plot – Story Arc: Storyboard That

I really love using Storyboard That, a digital tool aimed at students who want to create a storyboard to communicate. The online-based platform lets anyone easily create a storyboard in order to tell a story in a visually engaging way. For this project, I assigned the Plot Diagram and Narrative Arc template for students to use, a more complex one for older students and a less complex one for younger students.

Benefits/Results

From observing my learners for the multiple hours they were engaged in this project, I found it had the following benefits:

  • Full and total engagement,
  • Increased creativity and use of imagination (more than simple, written work) ,
  • Student voice and choice,
  • Learning how to use new content creation technologies,
  • Learning the mechanics of writing,
  • Project management (due to the long term nature of this project),
  • Joy and pride in learning.

A Perfect Storm for Maker Education

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Originally published at http://blog.iat.com/2015/09/30/a-perfect-storm-for-maker-education/.

https://www.thinglink.com/scene/575147870160683008

Perfect Storm: an expression that describes an event where a rare combination of circumstances will aggravate a situation drastically.  The term is also used to describe an actual phenomenon that happens to occur in such a confluence, resulting in an event of unusual magnitude.

Maker Movement:

The maker movement, as we know, is the umbrella term for independent inventors, designers and tinkerers, a convergence of computer hackers and traditional artisans. Makers tap into an American admiration for self-reliance and combine that with open-source learning, contemporary design and powerful personal technology like 3-D printers. The creations, born in cluttered local workshops and bedroom offices, stir the imaginations of consumers numbed by generic, mass-produced, made-in–China merchandise. (Why the Maker Movement Is Important to America’s Future)

A movement made up of hobbyists, tinkerers, crafters and innovators is getting ready to change what you thought you knew about the American economy. They’re teaching a new generation how to repair rather than replace, and if what they’re looking for is not available, to invent it. They call themselves “makers,” and they will figure out how to build whatever you can imagine. (The Maker Movement Is About the Economy, Stupid)

There currently exists the conditions for a perfect storm for maker education due to:

  • The Do It Yourself (DIY) Movement
  • Focus on STEM and STEAM Education
  • Information Access and Information Abundance
  • Affordable Maker Technologies
  • Crowdsourcing and Participatory Culture
  • Open Source Resources

The Do It Yourself (DIY) Movement

Do It Yourself, or DIY, is a term that is used by various communities of practice that focus on people creating things for themselves without the aid of a paid professional. embers of these subcultures strive to blur the lines between creator and consumer by constructing a social network that ties users and makers close together. The phrase Do It Yourself along with its acronym is also commonly used where a layman endeavors to complete a project without the physical aid of a paid professional. http://72.9.148.189/library/D.I.Y.

What this means for young people is that they are growing up in DIY cultures, where they have role models who engage in DIY and where they have 24-7 access to information and technological resources. For example, younger makers can turn to DIY, a safe online community for kids to discover and learn new skills. Older makers can use Make: DIY Projects for inspiration, ideas, and how-tos.

Focus on STEM and STEAM Education

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One of President Obama’s initiatives has been a call to action for making STEM (science, technology, engineering, mathematics) education a priority in the United States. He emphasized the need to broaden participation to those groups who typically do not engage in STEM initiatives:

President Obama knows that we simply cannot, as a Nation, expect to maintain our run of ingenuity and innovation—we cannot maintain that stream of new and different ideas—if we do not broaden participation in STEM to all Americans, including women and girls and minorities. (Educate to Innovate)

Some professionals and practitioners are expanding STEM education to include the arts which translates in STEAM education.

In this climate of economic uncertainty, America is once again turning to innovation as the way to ensure a prosperous future. Yet innovation remains tightly coupled with Science, Technology, Engineering and Math – the STEM subjects. Art + Design are poised to transform our economy in the 21st century just as science and technology did in the last century. (STEM to STEAM)

Maker education can be a gateway to STEM involvement by students who may not have had interest in the science, technology, engineering, and math disciplines in the past.

At a time when many people are asking how we can get more students interested in STEM fields, we are hearing from teachers who have found making to be a great way to get students excited and engaged in their classrooms. We are seeing making occurring in subject classes such as math or science — in classes specifically listed as maker classes — and in a variety of less formal settings such as clubs and study halls. Many of these projects incorporate a variety of STEM topics. Students working on designing and building furniture for their classroom use algebra and geometry to figure out the dimensions. E-textiles and soft circuitry, in which circuits are sewn using conductive thread or fabric, have shown to be an engaging way to teach electronics and programming, especially for young women. The possibilities for ways to incorporate making into the school day are endless, and it is exciting to see what teachers have been developing and sharing. (Engaging Students in the STEM Classroom Through “Making”)

Information Access and Abundance

We are living in one of the most exciting times in the history of humankind. Our world in now filled with information abundance, surplus, and access. The result is synergy whereby the human mind plus our current technologies far exceed the sum of these individual parts. We have technologies to access any type of information and to create products that match the pictures and voices in our minds; and we can use technology to get the assistance and feedback from folks around the globe. (Information Abundance and Its Implications for Education)

Anyone with access to the Internet has access to all kinds of information, resources, and tutorials. Young people are used to going online to find information and how-to tutorials via YouTube, Wikipedia, and their social networks. Young makers have taken advantage of this easy and free access information to make valuable contributions to our world. For example, Jack Andraka, who as a High School sophomore, discovered a test for pancreatic cancer through reading science research he found online. Katherine Wu, a ninth-grader, invented “the driver’s companion,” a device that could monitor drivers’ blinks and brain waves to see if they were in danger of falling asleep at the wheel. She studied neuroscience to find out how to identify signs of sleepiness, took an online course to learn how to create the computer code that would recognize those signs. (Local teens’ inventions impress scientists)

Affordable Maker Technologies

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Accessibility of affordable maker technologies (e.g., 3D Printers, DIY computer devices) is due, in part to the democratization of these technologies.

When something is democratized it means that it is accessible to everyone. When used in the context of the maker movement, ‘democratization’ refers to the decreasing cost of the tools and technologies credited with spurring the movement. The cost of 3D printers, laser cutters, CNC machines, and 3D scanners has dramatically decreased over the past five years. (Democratized tools of production: New technologies spurring the maker movement)

Today, the availability of affordable constructive technology and the ability to share online has fueled the latest evolutionary spurt in this facet of human development. New tools that enable hands-on learning — 3D printers, robotics, microprocessors, wearable computers, e-textiles, “smart” materials and new programming languages — are giving individuals the power to invent. (The maker movement: A learning revolution)

Maker technologies such as Makey-Makey, littleBits, Arduinos, 3D Printers, and robotics kits provide opportunities for learners to experiment and invent for themselves. They are accessible and usable by a wide range of skill and age levels; and even though there is a cost attached to them, they are more accessible to those with less financial means than similar technologies had been in the past. There does, though, need to be a continued dialogue and proactive efforts to create a maker culture of accessibility.

If the rise of the maker movement and these new tools for democratized production are going to create opportunity, how do we ensure that all people truly have access and training? It is essential to understand and address the social structures and identity categories that are inherent in the maker movement before the tools of production that play such a prominent role are truly democratized. (Democratized tools of production: New technologies spurring the maker movement)

If one of the characteristics of the maker movement is democratization of related tools, software, and techniques, then efforts need to focus on the education institutions that serve children (school, libraries, museums, after-school programs) especially underrepresented and underserved children. We need to insure that there is little or no gap between those of means and those with little means when it comes to maker education. Dr. David A. Williams (SVP of Program, Training & Youth Development at Boys and Girls Club of America) has tackled this head-on at BGCA (Tackling the Digital Divide & Closing the Opportunity Gap in STEM Education) and so has Congressman Joe Kennedy in Boston (Do Politicians Really Care About STEM Education?).

Crowdsourcing and Participatory Culture

The maker movement and makerspaces are that they are driven by principles of crowdsourcing and participatory cultures. Makers, as a group, freely share their makes so others can replicate and/or improve upon them.

Many maker movement initiatives are rooted in the idea of a “Participatory Culture,” a term coined by American media scholar Henry Jenkins. Henry Jenkins recognizes the key elements of a participatory culture to include low barriers to expression and engagement, strong support for creating and sharing one’s creations with others, and some type of informal mentorship whereby what is known by the most experienced is passed along to novices. (Worlds of Making: Best Practices for Establishing a Makerspace for Your School By Laura Fleming)

And as Dale Dougherty (@dalepd), considered by many as the father of the maker movement, stated in the Maker Mindset:

The Maker Movement is spurred by [….] the increasing participation of all kinds of people in interconnected communities, defined by interests and skills online as well as hyper-local efforts to convene those who share common goals. (Dougherty, The Maker Mindset, 2013)

Massimo Banzi (@mbanzi), the inventor of the highly popular maker technology Arduino, noted how a participatory maker culture spurs creativity.

Whenever you design a tool that allows people to be creative, there are people who will start to be creative with the tool. Once we made that available, people are now responding and creating. So it’s not so much that we’ve become a world of people who do hardware hacking, but, I guess, a world where people are becoming more involved in the creation of products. (Arduino’s Massimo Banzi: How We Helped Make The Maker Movement)

Related to crowdsourcing is crowdfunding which, as it implies, is asking the public to fund some worthwhile causes. Crowdfunding sites like Donors Choose can help educators get maker materials for their classrooms, increasing the chances that underfunded classrooms can get the tools and materials related to the maker movement.

Open Source Resources

Open source software is software that can be freely used, changed, and shared (in modified or unmodified form) by anyone. Open source software is made by many people, and distributed under licenses that comply with the Open Source Definition.

Makers often share their “makes” so other can reproduce them and/or improve upon them. For example, Markerbot’s Thingiverse is probably one of the biggest online repositories of open source 3D designs. A quick perusal of the website shows designs everything from prosthetic devices to footwear to toys.

The sharing culture that marks the maker movement carries over into maker technology companies in that they often make their software and hardware open source. Popular educational maker hardware such as Arduinos and lillteBits are open source:

Open-source hardware shares much of the principles and approach of free and open-source software. In particular, we believe that people should be able to study our hardware to understand how it works, make changes to it, and share those changes. To facilitate this, we release all of the original design files (Eagle CAD) for the Arduino hardware. These files are licensed under a Creative Commons Attribution Share-Alike license, which allows for both personal and commercial derivative works, as long as they credit Arduino and release their designs under the same license. (Arduinos FAQ)

littleBits has the following to say about developing open source hardware:

Open Source Hardware means that we make the design files available for the circuit designs in our modules pursuant to the CERN Open Hardware License Version 1.2. It makes sense for us because littleBits products are a teaching tool: sharing our designs allows for the possibility of teaching how these circuit designs work down to a circuit level. (What does Open Source mean?)

The bottom line is that educators both in formal and informal settings would be foolish not to take advantage of this perfect storm of maker education resources, tools, and strategies that currently exist.

A Class on Coding and Bots

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Thinglink of Resources: https://www.thinglink.com/scene/753039991126360065

I have been asked to return to teach summer enrichment classes on maker education for elementary-aged learners at a local school during the summer of 2016. One of the new classes I am designing is called Coding and Bots. It is a week long (5 days) class that will meet for 2.5 hours each morning. The description is:

Learn how to code first by playing games and then by coding some bots including Sphero, Ollie, mBot, OZOBOT, and Dash and Dot. All ages are welcome but the child should have basic symbol recognition/reading skills.

Two things to note about this class are, first, I learned last summer not to underestimate the learning potential of very young kids. These classes are mixed ages ranging from 4 to 10 year old kids. For most of the maker education activities, the very young ones could perform them, sometimes better than the older kids. Second, I am a strong proponent of hands on activities. Although I like the use of iPads and computers, I want elementary aged students to have to directly interact with materials. As such, I am designing Coding and Bots to include using their bodies and manipulating objects. This translates into having all activities include the use of objects and materials excluding and in conjunction with the iPad – not just using the iPad and online apps/tools to learn to code. The activities I plan to do follow:

Warm-Ups: Human Robots

Coding the Cups

Adapted from this Tinkersmith Activity, learners use symbols and plastic cups to act as robots using the coded symbols to build and manipulate a cup stack. Each small group of 2 to 4 learners gets 18 to 24 plastic cups and a set of symbol cards (a few sets of the template below):

cupstack

The cups are lined up on two levels. Each player, one at a time, picks and flips over one of the symbol cards and does the action stated on the card with the cups. In doing their movements, players need to insure that their selected cup is in contact with at least one other cup as part of their action. A player is “out” if s/he knocks over the cup/cups. The winner is the last player who places a cup without knocking any over. To increase the challenge, have learners play the game with just the symbols during second or third round of the game.

Kodable fuzzFamily Frenzy

Learners create a simple obstacle course where they “program” a partner to complete it using the code key below. Once they have written their code their partner must follow instructions to complete the course.

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An Outdoor Treasure Hunt Through Codes

The educator sets up a Treasure Hunt outdoors for the learners to solve using coding clues provided by the educator. The coding clues are based on the following legend:

treasurehunt symbols

The pre-activity set-up includes setting up clues around the outdoor learning environment that lead from landmark to landmark and finally to a treasure (a treat or prize of some kind) along with the coding clues to get to each of the landmarks. Several routes might have to be set up if working with a larger group. I recommend no more than 3 or 4 per group. Learners are given the first clue, a series of the coding symbols that lead to the first landmark. An example might look like:

treasurehunt example

When they arrive at that landmark, they will find another clue, another series of coding symbols that lead to the next landmark and so on until they arrive at the last landmark that contains their treasure.

As a follow-up, learners will be separated into smaller groups to set up a treasure hunt for the other groups using the same legend of coding symbols.

This activity was adapted from Kodable’s Fuzz Family activity.

Superhero Coding for Kids

Use basic programming ideas to help Batman avoid the bad guys and get the jewels! You have to get him to move on the right path around the obstacles using basic programming commands.  The directions for this game can be found at http://littlebinsforlittlehands.com/superhero-computer-coding-game-without-a-computer/

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Board + Manipulative Games

Robot Turtles Game

Learners will play the Robot Turtles Board Game. Robot Turtles is the a board game that teaches coding skills to kids as young as four, and the only screen-free resource for this pivotal age group. Read more at http://thinkfun.com/media-center/robot-turtles/.

Liz Engel Greaser designed an extension to this game but having her learners create their own Robots Turtle Games – see Extensions for Robot Turtles for the how-tos.

Coding Monkey Island

Learners will also play the Code Monkey Island. Its description is:

Code Monkey Island, the board game designed to teach players of all ages computer science logic! As the wise leader of your own tribe of monkeys, it’s up to you to guide all three of your monkeys safely around the board and into the banana grove. You’ll have to use concepts like conditional statements, looping, booleans, assignment operators and more to earn moves for your monkeys, dodge quicksand traps, and score some delicious fruit along the way!

Code Master

In Code Master, your Avatar travels to an exotic world in search of power Crystals. Along the way, you use programming logic to navigate the Map. Think carefully, in each level, only one specific sequence of actions will lead to success. Once you collect all the Crystals and land at the Portal, you win! (http://thinkfun.com/products/code-master/)

Osmo Coding

Osmo Coding begins with an assortment of modular magnetic blocks. You snap together numbered blocks along with commands such as “run,” “jump,” and “grab,” as you guide a tiny monster named Awbie on his eternal quest for more strawberries. https://www.playosmo.com/en/coding/)

Bots and Coding

Finally. the learners will move into coding the bots: Sphero, Dash and Bot, and Ozobot.

Sphero and Ollie

Learners will code their Spheros and Ollies using the Tynker app.

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MESH tags

MESH are wireless electronic tags shaped like blocks and each of them has different function. When you connect them together by using MESH app, your ‘what if’ ideas come to life. There is no need for knowledge of electronics or programming. Creating an IoT (internet of things) system will be very simple with MESH. http://meshprj.com/en/

Dash and Dot

Children ages 5 and up learn the foundations of problem solving and computer programming as they have fun with Dash & Dot.  Dash Dash is an explorer who zips around the room, getting into mischief along the way. Using sensors, Dash can detect objects in front and behind, hear where you are, and see where Dot is. This robot has quite the personality and becomes more capable as you program and play. Introducing Dot Dot is a puppet master who instigates the adventures that Dash goes on. When you toss, shake, or pick Dot up, Dot sends a signal telling Dash what to do. Dot can also tell stories using lights, sounds, and eye expressions.

Lesson plans for Dot and Dash can be found at https://teachers.makewonder.com/lessons.

OZOBOT

OZOBOT is an award winning smart robot, designed to teach kids & techies alike about robotics, programming & coding.

Ozoblocky is the programming language. The editor can be found at http://ozoblockly.com/editor

OZOBOT  lesson plans can be found at http://ozobot.com/play and http://portal.ozobot.com/lessons.

Codebug

CodeBug is a cute, programmable and wearable device designed to introduce simple programming and electronic concepts to anyone, at any age. CodeBug can display graphics and text, has touch sensitive inputs and you can power it with a watch battery. It is easy to program CodeBug using the online interface, which features colourful drag and drop blocks, an in-browser emulator and engaging community features. Create your own games, clothes, robots or any other wacky inventions you have in mind! (http://www.codebug.org.uk/whatiscodebug/)

Codebug lesson plans can be found at http://www.codebug.org.uk/learn/activity/ and http://www.codebug.org.uk/explore/codebug/

Extras – Build a Bot

Kamigamirobot

Resources:

The O Watch

Resources:

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