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K i d s @ P l a y from learners to makers

K i d s @ P l a y from learners to makers. MEDIA & LEARNING - Brussels 2014 Prof. Alberto Barbero – I.I.S. « Vallauri » FOSSANO (ITALY) alberto.barbero@vallauri.edu. The reorganization of the Curriculum.

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K i d s @ P l a y from learners to makers

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  1. Kids@Playfrom learners to makers MEDIA & LEARNING - Brussels 2014 Prof. Alberto Barbero – I.I.S. «Vallauri» FOSSANO (ITALY) alberto.barbero@vallauri.edu

  2. The reorganization of the Curriculum Computer Science Technology and Applied Computer Science were required to be introduced during the first two years of high school when the Italian Government reorganized curriculum a few years ago so as to advance the concepts of logic and basic programming.

  3. From Scratch to App Inventor Scratch in the first year and App Inventor in the secondyearwere the toolsselected to reachthatgoal.

  4. Tool developed by Google and currently managed by MIT Media Lab • Web-based IDE • Programming Android mobile devices (tablet & smartphone) • Blocks programming (stack & puzzle) with an approach similar to Scratch • Managing of main sensors offered by the world of mobile devices • OOP (components with propierties, methods and events)

  5. App Inventor web-based IDE • Designer • BlocksEditor • Android Emulator

  6. “Tic-Tac-Toe”App

  7. The projectKids@Play In 2013, consultation between Prof. Alberto Barbero, CS professor at Vallauri Technical Institute in Fossano(Italy), and the special needs educator at the Childrens’ NeuroPsychiatric Department at the local hospital, resulted in a project for four second year students to design applications for smartphone and Android tablets. These applications are still used by disabled children who are cared for by the educators at the N.P.I - Fossano.

  8. The finalresult The end product was a series of four applications and a video presentation of the making of the apps (seewww.youtube.com/watch?v=QIznlx_ztWg). The students focused on developing games in four categories: puzzle, memory, color and guessing, all with different levels of difficulty. The apps were made with characters from cartoons familiar to children. The apps are used to entertain the disabled children in an educational and recreational way.

  9. The app: Color the character Colora il personaggio – Andrea ABBATE

  10. The app: Memory Memory – Vlad ALAZAROEI

  11. The app: Guess the character Indovina il personaggio – Claudio BERTAN

  12. The app: Cartoon puzzle Cartoon puzzle – Andrei GINJU

  13. Conclusions • The study of App Inventor in the secondyearis a winningchoice. • Increasedstudentmotivation in learningbasicprogrammingapps for Androiddevices. • Motivation that makes students - even teenagers - aware that they have already acquired operational capabilities to be spent in designing and making software tools.

  14. Conclusions • Not just mere scholastic exercises with the principal aim of "learning something" but to "do something" that can be used to help someone else. • A change in the way of teaching that makes the students the real protagonists of their own education process. GRAZIE PER L’ATTENZIONE alberto.barbero@vallauri.edu

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