Problem Solving & Critical Thinking with Scratch 21st Century Skills Addressed Using Scratch from MIT Students across the world are using computers to develop a host of twenty-first century skills. One of the tools being deployed in classrooms and in after school computer clubs is Scratch, from the Lifelong Kindergarten Group at the MIT Media Lab in Cambridge, Massachusetts. Specifically, Scratch is a media creation tool which allows students to easily create animations, stories, and interactive games. Scratch is learning through Design, Interests, Collaboration, & Reflection It was Dr. To teach problem solving, we need to give kids authentic problems to solve that reach across multiple school subjects or disciplines. Scratch is free and is available for Windows, Mac OS, and Linux. Goochland educators John Hendron and Bea Cantor attended the 2010 Scratch Conference at MIT in August, along with Dr. Sample Projects In the Cat Race, we learn about random numbers and apply what we know about the Cartesian plane. Remember Madlibs?
Scratch Help - Scratch Help ScratchEd An online community for educators using Scratch, with stories, discussions, and resources, such as the Scratch curriculum guide. Scratch Wiki The Scratch Wiki contains a wide variety of articles by Scratchers for Scratchers, including advanced topics and tutorials. Scratch 2 Offline Editor Download the Scratch 2 offline editor. Scratch 1.4 Download Links and information on the previous version of Scratch. Scratch Statistics Explore up-to-date statistics about the Scratch online community. Scratch and the Physical World Connect your Scratch projects to the physical world with MaKey MaKey, LEGO WeDo, or PicoBoard. Scratch Logo Access the Scratch logo and other media files.
Les enseignant(e)s sont formidables n°13 : Scratch Lancement le 18 avril 2013 de la catégorie Les enseignant(e)s sont formidables Si vous aussi vous trouvez l'idée et le projet intéressant et souhaitez participer. Utilisation à différents niveaux : Scratch est un langage dynamique qui permet de modifier le code du programme en cours d’exécution. A l'école, les compétences travaillées avec Scratch, résolution de problèmes, les nombres, la géométrie, les mesures et les sciences. Au collège, La conception d’un jeu vidéo/dessin animé est un « sport » complet : art musical, pictural (dessins), programmation (et donc mathématique), lecture et écriture… C’est aussi une oeuvre collaborative : les jeunes apprennent à travailler ensemble pour réaliser une création commune. Au lycée, les académies ont bien souvent choisi d’associer Scratch et Algobox pour enseigner l’algorithmique, conformément aux instructions officielles du programme de mathématiques de 2de. Pour bien commencer votre projet : Scratch change radicalement la donne.
Learn to Teach , Teach to Learn / Computer Programming with Scratch What is Computer Programming? Writing computer programs means writing instructions, that will make the computer follow and run a program based on those instructions. The process includes designing, writing, testing, debugging/troubleshooting , and maintaining code. This code is written in a programming language. What is Scratch? A teaching tool developed by the MIT Media Lab LifeLong Kindergarten Group that allows people to learn the basics of computer programming using pictures as building blocks rather than needing to know the actual code -- a graphical interface Here is a really nice tutorial on getting started with Scratch: Bouncy Bounce Beginning Scratch Lesson Plan.doc Bouncy Bounce Beginning Scratch Lesson Plan.pdf Bouncy Bounce Acitivity Brochure.doc Bouncy Bounce Acitivity Ideas Brochure.pdf Go Go Graph.xlsx Examples Donna's example example from youth age 11, she didn't quite get to finish it before her dad picked her up Example
Caldicot Castle Monmouthshire, Wal UK History Caldicot Castle Monmouthshire, Wales Caldicot Castle is one of the great castles of Wales. History seeps from the battlements of this magnificent and surprisingly intact castle sited on the south border in 55 acres of gardens and woodland. The strategic location of Caldicot has been occupied since the Bronze Age. It was not until the thirteenth century that a stone building was constructed by landowner Walter Fitzroger. The land passed to the DeBohun family at the end of the thirteenth century. The castle passed into Royal hands in 1376 when Alianore DeBohun married the youngest son of Edward III, Thomas Woodstock. Castles fell from favour as the use of gunpowder in warfare made previously impregnable stone fortresses easy targets. Thirty years later, the castle passed into the hands of a Victorian antiquarian. Sarah Finch, Castle Development Officer, said: "Each year about 27,000 people visit the castle because it is a fantastic place full of history. Rating: 6.4/10 (5 votes cast)
Functional Programming and Category Theory [Part 1] - Categories and Functors – Nikolay Grozev In category theory, a Functor F is a transformation between two categories A and B. We write F : A → B. F must map every object and arrow from A to B. In other words, if a ∈ ob(A) then F(a) ∈ ob(B), and if f ∈ Hom(A) then F(f) ∈ Hom(B). We also require that F preserves the structure (i.e. identity arrows and composition) of the source category. When a functor F transforms a category A into itself, we call it an endofunctor and we write F:A → A. Functors in FP Before we delve into Functors and FP, we need to introduce the concept of a type constructor. Functors in Category Theory are a much more general concept than in functional programming (FP). In order to define a functor, we also need to define the arrow mapping. To summarise, a functor in FP is uniquely defined by a type constructor TC[ _ ] and a map function with the aforementioned signature. Functors in code Following the previous definitions, in Scala a functor can be defined as: Note that the return type of map is a function.
A koncepció a Scratch mögött A Scratch fejlesztését 2004-ben kezdte el a Lifelong Kindergarten csoport az MIT (Massachusetts Institute of Technology) egyetemen. Az elsődleges cél az volt, hogy a programozással még csak ismerkedő gyerekek is könnyedén alkothassanak animációkat, készíthessenek játékokat. Maga a megnevezés angolul karcolást, karmolást jelent, de jelenti a startvonalat is, amely esetünkben sokkal jobb fordítás, mivel az egyik fő cél a programozás világában való könnyed elindulás volt. Mi a cél? A célok röviden összefoglalhatóak. Menő programozási környezet legyen, azaz mind a 8, mind a 18 éves diák úgy érezze, hogy nem ciki vele dolgozni. A gyermekek hamar megunnak egy felületet, ha az nem kínál fel különböző tevékenységeket, illetve nem elégíti ki más és más igényeiket. A gyermekek figyelme hamar ellankad, ha csak hasonló tevékenységeket lehet végezni, és viszonylag hamar ki lehet ismerni a lehetőségek határait. Társ is kell Miért jó a kezdőknek? A webes változat Az eredeti MIT honlap