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Swift Coding Club Elementary School Facilitator Guide

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Page 1: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

Swift Coding Club Elementary School Facilitator Guide

Page 2: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

About Everyone Can Code Technology has a language. It’s called code. And we believe coding is an essential skill. Learning to code teaches you how to solve problems and work together in creative ways. And it helps you build apps that bring your ideas to life. We think everyone should have the opportunity to create something that can change the world. So we’ve designed resources and tools that let anyone learn, write, and teach code.

The Everyone Can Code program includes curriculum and resources for school environments and for clubs. Teachers, parent volunteers, or even students can run clubs, which can take place during school or be adapted for after-school and summer programs. Everyone Can Code is designed for students in kindergarten through 12th grade with any level of coding experience. It includes:

• One 60-minute self-paced session per school week

• Three kits covering elementary, middle, and high school levels

• An app design project to motivate and spark student creativity

• Coding activities grounded in everyday life examples

• Hands-on app activities to apply coding concepts

• Flexibility to address various club structures

• Fun!

Table of Contents

About 2

Goals 3

Requirements 4

Club content 5

How to use the content 8

Tips for teaching coding 10with Tynker

Showcase 11

Rubrics 12

Certificate template 14

Page 3: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

Goals Students will engage in the app design process and plan their very own app to help solve a problem in their school or community. They’ll apply coding concepts that they learn along the way to create a prototype of their app—and for older students, to also program their app.

During this process, students will deepen their learning through:

• Real-world engagement: Students will focus on designing an app that helps solve a problem in their school or community. Each coding concept lesson also uses real-world examples to show students how coding concepts can apply to everyday situations.

• Communication and creation: Students will use a creative process to design their apps and an app pitch presentation. They’ll need to address who their audiences are and how to best communicate their ideas, as well as demonstrate the principles of design. In the coding lessons, students will complete activities using various drawing, presentation, and other content creation apps to showcase their work and capture their thinking.

• Teamwork: All activities are designed for students to complete in small groups. Students will work in design teams, assigning roles to each member just like professional developers do. They’ll create a shared product and will need to use joint reasoning for the best results.

• Critical thinking: In the coding lessons, students will need to analyze, interpret, synthesize, evaluate, and generate solutions to complete the various activities. With their app project, students will apply the same critical-thinking skills in a practical, product-driven way as they cycle through the reiterative design process.

• Personalized learning: The materials are designed to be flexible, maximize student choice, and address various skill levels.

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Page 4: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

Requirements iPad. Participants will need iPad devices. It’s recommended that they each have their own, but they can also share and code together.

A visual-based coding app. We recommend Tynker.

With Tynker, students begin experimenting with visual blocks, then progress to text-based coding as they solve puzzles, build apps, program drones and robots, mod Minecraft, and make incredible projects.

For more information about Tynker, check out the Quick-Start Teacher Guide to the right.

Tynker requires iOS 8.0 or later.

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Download the Tynker app here.

Download the Quick-Start Teacher Guide here here.

Page 5: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

Club content Overview The materials are designed to equip students with the skills to build their own apps through app design and coding lessons. Pick and Choose activities within the coding lessons let you tailor the club to your students’ interests and dive deeper into a particular coding concept.

The elementary coding club materials are designed for students eight years and older.

App design In these lessons, students will use a creative process to design their own apps that can solve a problem. Each lesson has two sections. In the App Dive section, students learn the basics of design by exploring apps and iPad features. In the My App section, they’ll brainstorm ideas, gather resources for designing their apps, and create a compelling story to help them pitch their apps—just like developers.

The lessons are presented to students in Keynote. This file is meant to be used as an app design journal where students can keep track of their ideas throughout the lessons. You may want to print out the slides for younger students so they can write and draw directly on them. Older students who are comfortable working in Keynote should feel free to add and duplicate slides as they see fit. The idea is for them to document their process in the journal to help them reiterate and improve their current app project, as well as use it as a reference and starting point for future projects. Students should first play through the presentation to see what’sin it, then work in slide view to add notes, images, shapes, and more.

For more information and to learn essential skills for Keynote, check out the Apple Teacher Starter Guides to the right.

Download the app design journal here.

Download Keynote for iPad Starter Guide iOS 10 here.

Download Keynote for Mac Starter Guide macOS Sierra here.

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Page 6: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

Coding lessons In each coding concept lesson, students will learn about a fundamental concept and explore an everyday situation that’s related to it. The goal is for students to understand the concept as it relates to a familiar example. Students will then apply the coding concept using a visual-based app like Tynker. With these lessons, students will not only build up their coding skills, but they’ll start to understand how apps work. This will help them design better apps.

Each coding concept also has a Pick and Choose activity. Students can choose to do these optional activities if they want to learn more about a specific concept. They’re designed to deepen understanding of the coding concept and to foster communication and teamwork. For these activities, students use iPad to capture their work and express their thinking.

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Download the coding lessons here.

Page 7: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

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Week

1 App Design Lesson 1

2 App Design Lesson 2

3 Coding Lesson 1

4 Coding Lesson 2

5 App Design Lesson 3

6 App Design Lesson 4

7 Coding Lesson 3

8 Coding Lesson 4

9 Pick and Choose

10 App Design Lesson 5

11 App Design Lesson 6

12 Coding Lesson 5

13 Coding Lesson 6

14 Pick and Choose

15 App Design Lesson 7

16 App Design Lesson 8

Week

17 App Design Lesson 8

18 Coding Lesson 7

19 Coding Lesson 8

20 Pick and Choose

21 App Design Lesson 9

22 App Design Lesson 10

23 App Design Lesson 10

24 Coding Lesson 9

25 Coding Lesson 10

26 App pitch

27 App pitch

28 App pitch

29 App pitch

30 Showcase prep

SHOWCASE

Here’s an example syllabus for 30 club sessions. You have the flexibility to add additional sessions to expand on app design and coding lessons, or even to add guest speakers and field trips. If you have more time, you might consider spending longer on prototyping, especially for more advanced students. If you have less time, you may even opt to skip some Pick and Choose sessions.

Page 8: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

How to use the content The materials are designed to be flexible so that anyone can lead a club, regardless of their coding experience. Here are a few things to consider as you decide how to best use these materials for your club.

Teacher Guides These materials have been adapted from the Everyone Can Code curriculum for elementary school. Teacher Guides are available that include additional examples, reflection questions, app puzzle solutions, and more.

The club materials align with the Get Started with Code 2 Teacher Guide, which is designed for use with third- to fifth-grade students. You can use it to enhance your club experience.

Different skill levels For students who need a slower pace, you may want to incorporate more Pick and Choose activities so they can spend more time learning the coding concepts. And students who have coding experience or are speeding ahead can explore additional Tynker content, focus more time on their app design projects, or both.

If you’re running a club with younger students or students who need more guidance, and you feel comfortable leading the activities, you can also explore the Get Started with Code 1 Teacher Guide. The lessons follow a similar structure, but are designed to support young readers and require guidance from a facilitator to help develop student thinking.

Download Get Started with Code 1 Teacher Guide here.

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Download Get Started with Code 2 Teacher Guide here.

Page 9: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

If you have a club with varying skill levels, you may want to group students by skill level. If you have a few advanced students, they could be student mentors and work with beginner students.

Guided whole group versus self-paced small group Depending on your level of involvement and coding experience, you can decide whether the club should be more of a guided experience or more of a student self-paced experience. Small groups can complete all lessons at their own pace with little guidance. If you’re comfortable leading the activities, the coding concept lessons include prompts and questions that you can use in guided whole group discussions to ensure everyone’s on track and to spark further ideas. The Pick and Choose activities offer students choice in what topics they’d like to explore more, so they lend themselves to more of a small group, self-paced structure.

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Page 10: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

Tips for teaching coding with Tynker Use AirPlay. Show the iPad screen to introduce students to the app before diving into the puzzles.

Test solutions. If students have difficulty with the game, they can learn from testing different solutions.

Solve in multiple ways. Each puzzle has many solutions. If students finish early, encourage them to think of different ways to solve the puzzles. They can take a screenshot of each solution and provide an explanation of the solution they feel is best and why.

Draw puzzles. If students struggle to visualize loops, have them draw the puzzles and use basic action commands to solve them. Can they see loops in their commands?

Debug strategies. Explore different debugging strategies with students. Examples include creating a graphic representation of a puzzle on paper or as a sketch in Notes, physically acting out the code, or explaining the code as a story.

Predict outcomes. Ask students who are rapidly progressing through the puzzles to predict the outcome of their code before they execute it. They can take a screenshot of their code and verbally explain what they think will happen. They can also help students who are stuck by checking their code and applying the same skills to predict the problem.

Break down puzzles. Support struggling students in breaking more complex puzzles down and solving one small piece at a time. They can take a screenshots of their solutions to refer to as they build out their full algorithms.

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Page 11: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

Showcase Celebrate student work with a showcase! Often, developers pitch their ideas to get support for their apps. Now that students are budding app developers, they should do the same. Toward the end of the club, ask students to prepare a 5–10 minute app pitch by using a presentation app like Keynote or creating a video. It should tell a compelling story and include:

• Why: The problem the students are trying to solve • Who: A description of who their app is for • What: An overview of the app

• How: A discussion about the app’s UX and UI, including: – The design – The features – The coding concepts it uses – The prototype and visuals – What they learned during the app design process

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Tips for showcase • Recruit judges. They can be advanced student coders,

teachers and staff from the school, and community members who may benefit from the app ideas.

• Record student presentations. Use the videos to review afterward with the student groups.

• Rehearse. Use a few club periods for working on app pitches. You can run rehearsals so students can polish them.

• Give awards. Have some friendly competition. Here are a few award ideas: – Best Engineering: explanation of related coding concepts – Best Innovation: unique use of features to solve their

problem – Best Design: thoughtful UI and UX – Best Pitch: compelling story

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Judges can use the following scale to keep track of their notes and to determine student winners:

Student group/app:

Good Outstanding

Engineering: 1 2 3 4 5

Innovation: 1 2 3 4 5

Design: 1 2 3 4 5

Pitch: 1 2 3 4 5

Notes:

Total score:

Page 13: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

To help them evaluate the student pitches, judges can refer to this rubric.

Novice Intermediate Proficient Mastered

Coding The student explains how coding plays a role in app design.

The student explains how coding concepts such as sequencing are important to app design.

The student explains how coding concepts such as sequencing and conditional logic are important to app design.

The student explains how coding concepts such as sequencing, conditional logic, and touch events are important to app design.

User Interface The prototype uses design features such as color, font, and images to appeal to the target audience.

The UI design is consistent, and complements the target audience and purpose of the app.

The UI lets users interact with and explore the app prototype using appealing and consistent visual and nonvisual cues.

The app prototype has an elegant, innovative design and creates new ways of engaging with the device through the UI.

User Experience The app prototype uses iOS features such as touch, and has clear navigation between screens.

The app prototype uses iOS features relevant to the app purpose and enables users to move forward and backward within the app.

The app prototype combines iOS features to achieve the app purpose and enables users to explore personalized pathways within it.

The app prototype uses an innovative combination of iOS features for inputs and outputs of data. Clear visual cues enable users to explore different pathways within it.

Pitch content The pitch shares key information about the app, such as its purpose and target audience.

The pitch clearly explains how the app was designed and how it improves on existing apps that have a similar purpose and audience.

The pitch explains how the app was designed to meet a market demand and how its solution is unique.

The pitch provides evidence of market demand and explains how the app design process ensures app success with key stakeholders.

Pitch delivery The team explains their pitch’s key points.

The team delivers their pitch with confidence and enthusiasm.

The team delivers an engaging pitch using a range of audience engagement techniques.

The pitch is well articulated, creative, memorable, and fluid across the team.

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Page 14: Swift Coding Club - Apple Inc. · how apps work. This will help them design better apps. Each coding concept also has a Pick and Choose activity. Students can choose to do these optional

Signature

Awarded to

For

Date:

Swift Coding ClubCertificate of Achievement