Scratch și...... Gool!

Submitted by gabicris on Fri, 15/05/2020 - 13:12

General Info


Scratch și...... Gool!
Abstract

Scratch și...... Gool! project aimed to increase confidence in programming, precisely because we focus on making connections between the real world and the world of technology. Students realized that programming can be available to anyone, that it does not only remain at the level of code but has correspondences in everyday life.The proposed event is part of our concerns to increase the impact of an event awarded in the international competition Meet and Code 2018, which was declared the winner in the Kick and Code category, due to the involvement of all participants in activities.


Practice's Language
Romanian
STEAM discipline
Science
Technology
Engineering
Arts
Mathematics
License
CC BY-NC-SA
Author's organization
Asociatia Pro Teodor Murasanu Turda

Audience and Educational Framework


Audience competence
Beginner
Educational/EQF level
2
Age Range
9-11

Educational Details


Educational Subject
Informatics, Sport
Description of the practice

In the Scratch language, football movements will be scheduled to be tested on the school sports field. The ground will be marked with washable paint, in 6/8 squares with a side of 2 m. The gates of the field will be marked with milestones. In each team, 5 students will read the codes representing the movements, printed on paper, and another 5 will execute the codes on the football field. A student will be the referee. Medicinal balls will be used so that they can be easily stabilized. Content elements: familiarization with Scratch, transcription of ball movements in Scratch language.  


Duration of practice realisation
14 hours
Difficulty
Easy
Educational Use
group work

Learning Outcomes

Aims: to develop students' ability to best organize activities, planning ideas. 

Objectives: 

  • learning the specific notions of programming in the Scratch language!
  • developing the ability to use the basic functionalities, specific to programming in the Scratch
  • the transfer of programming notions in practical contexts

Competences:

  • Knowledge and proper use of the main theoretical concepts specific to the Scratch programming language
  • Use of the specific basic functionalities for programming in the Scratch
  • Designing a trail of balls that allows access to certain landmarks
  • Knowledge of practical ways of transferring theoretical concepts to mobile electronic equipment and their use in specific formats

 


Orientation/Focus
acquire new knowledge
develop new skills
attain attitudes
Life long learning, students awareness about what they know and what they're able to do
Delivery mode
Face to face learning

Hardware/Software/Other Resources

Scratch programming language, electronic devices (laptop, computer, smartphone, tablet)

medicine balls, washable paint, brushes, chalk for marking the ground, milestones

 


Implementation

(where and how the practice was implemented)


Country that was implemented
Romania
Framework/οrganization that was applied to
Asociatia Pro Teodor Murasanu
Audience size
250

Description, evaluation and lessons learned

The project had at least 9 hours of effective programming and at least 5 hours of field application of the codes, at least 3 press releases, at least 10 programs in Scratch to play offensive movements, transferable on the football field. We also believe that in the future we need to involve institutions in small towns as well as in rural areas, where there is no adequate training in the field of STEAM. We believe that if we want to reach "smart" cities, we must first have "smart" people.


Educational material/resources (file/URL) accompanying the practice


Educational material/resources
The project website including all the activities

License
CC BY-NC-SA
Educational Resource Type
presentation
Language

Romanian


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6 votes with an average rating of 5.

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