Teacher Training
Beginner
25 mins
Teacher/Student led
+105 XP
What you need:
Chromebook/Laptop/PC

Lessons and Resource Sourcing

In this lesson, you'll learn how to plan and source coding lessons for your students. You'll consider factors like how often and how long you'll teach, as well as how to choose and distribute lessons.
Learning Goals Learning Outcomes

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    1 - Lesson Planning

    Lesson Frequency

    Begin your lesson planning by considering the frequency and duration of your coding classes. This could range from once a month, to weekly or even daily sessions, depending on your curriculum and students' availability.

    If possible, once a week is recommended by Coding Ireland.

    Lesson Length

    Next, decide on the length of each lesson. While an hour per session is a common choice, you may need to adjust this based on your students' needs, attention spans, and the complexity of the topics you're covering. Remember, effective lesson planning involves a balance between teaching new concepts and providing ample time for practice and revision.

    If possible, one hour is recommended by Coding Ireland.

    Lesson Topics

    Once you have a rough schedule, start thinking about the topics you want to cover. Start with the basics if your students are beginners, and gradually introduce more complex topics. Make sure to include a mix of theoretical and practical lessons, as coding is a skill best learned by doing. You can also consider incorporating project-based learning, where students apply the concepts they've learned to create something tangible, like a simple website or a game.

    Student Assesment

    Finally, don't forget to plan for assessments. Regular quizzes and tests can help you gauge your students' understanding and progress. You can use these assessments to adjust your lesson plans if necessary, ensuring that all your students are keeping up with the material.

    2 - Finding the Right Lessons

    Start sourcing lessons suitable for your students. Consider their age, coding experience (beginner, normal, hard, expert), and the duration of each lesson. There are lots of lessons available on the web however you'll need to make sure to choose those that best suit your students' needs. Here are some tips to help you:

    • Look for lessons that are age-appropriate. The complexity of the lesson should match the age and experience level of your students.
    • Consider the duration of each lesson. Make sure it fits into your teaching schedule and doesn't overwhelm your students.
    • Try out the lessons yourself first. This will help you understand if the lesson is suitable for your students and if any adjustments are needed.

    3 - Distributing Your Lessons

    There are several methods you can use, each with its own advantages.

    1. You could print handouts, which are tangible and can be easily annotated by students.
    2. Alternatively, you could direct students to online lessons. This method allows for interactive learning experiences. These can be one off lessons or using an online learning platform that provides progressive lessons.

    Consider factors like your students' access to technology, their preferences, and the nature of the lessons themselves. For instance, coding lessons might be better suited to an online format where students can practice as they learn.

    Once you've chosen a method, plan how you'll implement it. Will you distribute lessons at the start of each class, or will you provide a week's worth of lessons at once? Remember, the goal is to make the process as convenient and effective as possible for both you and your students.


    4 - Keeping Up with Evolving Technology

    Technology is constantly evolving, and so are the ways we teach and learn coding. It's important for you as a teacher to keep up with these changes.

    You can do this by regularly researching and learning about new coding languages, tools, and technologies.

    Alternatively, you can use a learning platform that updates its courses to include the latest technology. This way, you ensure that your students are always learning the most relevant and up-to-date information.

    5 - Pathway for Primary Schools

    This video goes through recommended Programming Languages and Technologies for Primary Schools based on the age of the students and their experience.

    Duration: 2:58

    Video transcript: So now let's just look at what are the kind of general programming languages and technologies for primary school. Now there's lots and lots out there, but these are the main ones that we have kind of distilled down and the ones that we focus on in Code in Ireland and that are in our curriculum. So you've got unplugged lessons, so they are lessons where you're not actually using any devices or you're not actually coding or creating codes, but you're doing activities that teach about coding, such as the Program the Robot lesson we talked about. You've Scratch Junior, which is a little programming app for young students. that works on tablets and iPads. Then you have the Scratch website, which you would use on Chromebooks or laptops and so on, which is a little bit more advanced. You can create more things with it for slightly older primary school students. You have MakeCode Arcade. Again, it's a block-based language, but it's specifically for making arcade games. There's block-based coding for Minecraft. A lot of students in primary school age are into Minecraft, and you can actually code that, which is brilliant when it really draws the engagement of them when they're big Minecraft fans. And then there's also microbits. So if you're progressing on from coding and starting to move into some robotics, we would recommend microbits as the number one thing to get. These are little credit card-sized robots computers that you can program packed with loads of different sensors and they can be slotted into loads of accessories like robot cars and led lights and things like that so then just kind of filling out this table so for juniors seniors and firsts again this is all this is by and large you know there's no exact uh, science or exact one, one, uh, thing that fits all every single school, but by and large, this is what we'd recommend. So junior is the first you'd be doing unplugged lessons and scratch junior on the tablets or iPads for second to third, you might be doing some unplugged lessons again. They're, they're good, uh, to, to do to kind of, uh, to still kind of the students are young enough and where, They're going to get a lot of value from those. But then they might start moving off into Scratch, away from Scratch Junior and onto the Scratch website, so where they're actually able to use a laptop in second and third as opposed to a tablet. You could also start introducing MakeCode Arcade and Minecraft if you wish as well. technologies that work well in that age group. And then for this kind of more senior classes for fourth, fifth, and sixth, again, you can do some unplugged lessons. It's always good to do those activities. Again, using the Scratch website, it's really, really versatile. I'm sure a lot of you are familiar with it. MakeCode and Minecraft, again, but then you might also start introducing the micro bits, which are absolutely fantastic. And it's a kind of very good progression on for students when they're actually programming something that they can see in their own hand, as opposed to on the screen.

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