Download - Technology in the Early Years 2014
TECHNOLOGY IN THE EARLY YEARS
PREPARING CHILDREN FOR THE NEW COMPUTING CURRICULUM
Isabella Lieghio Specialist Computing teacher
Icon Learning Education Consultants @iconlearningict
OBJECTIVES
• To understand requirements of the new Computing curriculum for KS1, and how work in EYFS can provide a good foundation
• To develop understanding of supporting young children using technology
• To explore and develop useful resources and approaches
WHAT IS COMPUTING?
Foundations, Applications and Implications? (MB)
WHAT IS COMPUTING?
The core of computing is computer science, in which pupils are taught the principles of information and computation, how digital systems work and how to put this knowledge to use through programming.
Building on this knowledge and understanding, pupils are equipped to use information technology to create programs, systems and a range of content.
Computing also ensures that pupils become digitally literate – able to use, and express themselves and develop their ideas through, information and communication technology – at a level suitable for the future workplace and as active participants in a digital world.
WHAT DOES THE NEW KS1 CURRICULUM CONTAIN?
• Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions
• Create and debug simple programs
• Use logical reasoning to predict the behaviour of simple programs
• Create, organise, store, manipulate and retrieve digital content in a range of formats
• Use technology safely and respectfully, keeping personal information private; identify where to go for help and support when they have concerns about content or contact on the internet or other online technologies
CURRICULUM STRANDS
ALGORITHMS
A precise step-by-step guide to solve a problem or achieve a particular objective
Programming
1. DRAW A DIAGONAL LINE 2. DRAW ANOTHER DIAGONAL LINE CONNECTED TO THE TOP OF THE FIRST ONE 3. DRAW A STRAIGHT LINE FROM THE POINT WHERE THE DIAGONAL LINES MEET 4. DRAW A HORIZONTAL LINE OVER THE STRAIGHT LINE 5. AT THE BOTTOM OF THE STRAIGHT LINE, DRAW A CURVY LINE 6. DRAW A DIAGONAL LINE FROM THE BOTTOM OF THE FIRST DIAGONAL TO THE STRAIGHT LINE 7. DRAW A DIAGONAL LINE FROM THE BOTTOM OF THE SECOND DIAGONAL TO THE STRAIGHT LINE
IS THIS WHAT YOU GOT?
CAN YOU IMPROVE ON IT?
DE-BUGGING
• The art of fixing or correcting algorithms or programming code.
• It’s ok if it doesn't work!
Programming
WHAT DOES TECHNOLOGY LOOK LIKE IN YOUR SETTING?
UNPLUGGED ACTIVITIES FOR EYFS AND KS1
• PE sessions - direction / turn / estimating distance
• Following and giving instructions focussed on ordering e.g. cooking recipes
• Sequencing stories eg Incy Wincy Spider, LRRH
• Sorting activities - objects, by different criteria
• Programming a ‘human robot’ eg Jambot / Teabot
• Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions
• Create and debug simple programs • Use logical reasoning to predict the behaviour of simple programs
Programming
TYPES OF DEVICES• Simple electronic toys, inputs and outputs - from torch to
washing machine
• Programmable toys - Beebots / Pixies / Roamers
• Recording of algorithms for planning ahead
• Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions
• Create and debug simple programs • Use logical reasoning to predict the behaviour of simple programs
Programming
PROGRESSION TO ON-SCREEN REPRESENTATION • Simple programming software,
• 2go (Infant Video Toolkit)
• Focus on Beebot
• Online tools e.g. iBoard (www.iboard.co.uk)
• Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions
• Create and debug simple programs • Use logical reasoning to predict the behaviour of simple programs
Programming
WHAT ELSE? - STIMULATING LANGUAGE
OTHER HARDWARE? SOFTWARE?
Role play areas?
ICT : SEVEN PRINCIPLES FOR GOOD PRACTICE
Ensure an educational purpose Encourage collaboration
Integrate with other aspects of the curriculum Ensure the child is in control
Choose applications that are transparent Avoid applications containing violence or stereotyping
Be aware of health and safety issues
Developmentally Appropriate Technology in Early Childhood (DATEC) Final Report – also reproduced in Siraj-Blatchford, I. and Siraj-Blatchford, J. (2000) More than Computers:
Information and Communications Technology in the Early Years, London, Early Education (The British Association for Early Childhood Education)
APPS TO SUPPORT LEARNING• Beebot (free)
• Beebot Pyramid (69p)
• Daisy Dinosaur (free)
• Move the turtle (£1.99)
• *********
• Collins big cat books (free)
• Toca Boca (free - £2)
• Hairy letters (£1.99)
• Puppet Pals (£2.49)
• Busy things (free selection)
USING TECHNOLOGY SAFELY AND RESPECTFULLY….
Use technology safely and respectfully, keeping personal information private; identify where to go for help and support when they have concerns about content or contact on
the internet or other online technologies
Are your procedures adequate and up to date?
PLANNING SUPPORT
USEFUL LINKS FOR FURTHER SUPPORT
www.scoop.it/t/ict-in-early-years
TECHNOLOGY IN THE EARLY YEARS
PREPARING CHILDREN FOR THE NEW COMPUTING CURRICULUM
Isabella Lieghio Specialist Computing teacher
Icon Learning Education Consultants @iconlearningict