Beat the Boredom
Beat the Boredom is a resource to help you integrate music and programming to create your own beats. Learn how to scaffold learning from Computational Thinking Progress Outcomes 2 to 6. This resource is designed for teachers, and their students in Years 7 to 10.
Trevor shares in this introduction video how the flipped learning resource was developed and how it could be used to scaffold learning opportunities for progressing through the progress outcomes. The Beat the Boredom flipped learning resource is a downloadable slide deck with assigned tasks, video tutorials, Scratch programming examples, definitions of computer science concepts and audio files that reads the text on each of the slides.
Beat the Boredom - Teacher introduction
Sound of fire burning in the background
Text on screen: Kia Takatū ā-Matihiko Digital Readiness and title Beat the Boredom - Introduction
(On screen: Melissa Jones, facilitator, is presenting)
(Text on screen: Melissa Jones)
I’m Melissa Jones, a Kia Takatū a-Matihiko facilitator, and this is Beat the Boredom. Trevor Storr and myself have created this resource to support a ‘flipped’ online learning activity that can be given to your students.
In these slides you will see that we have included the online flipped learning resource and in that students are going to learn about:
- comparative and logical operators
- variables of different data types
- and for extension, functions.
All of this is done through the integration of understanding music. In the flip learning resource there are links to support the students working through a design process and getting the information and learning that they need about beats and music off the MENZA website.
Each of those slides in the flipped learning resource have an audio file for anyone that may need additional support with reading the text. They also include highlighting the computer science concepts as well as giving that challenge to the students. There are four challenge slides of different complexities that can meet the needs of where your students are at. The challenge is the same on each of those slides and each of those slides also includes a tutorial from Trevor and how he developed his Scratch program so that the students can get an idea of how to work through the thinking and develop their programs.
In addition, there are links to the Scratch program that Trevor created to support ongoing learning and giving them a good solid example of what could be done.
(On screen: Slide 9 is presented which contains Links to Progress Outcome techniques)
Slide 9 of this particular resource has all the connections in the resources that we used and how we aligned the Progress Outcomes to develop this particular resource. It also has, on that slide, a table that allows you to consider the other aspects of ‘Computational Thinking’ and ‘Designing and Developing Digital Outcomes’ that could be included in this resource for further learning opportunities.
(On screen: returns to Melissa Jones presenting briefly then slide 10 is presented, self review)
Slide 10 is there for reflection on your professional development.
(On screen - returns to Melissa Jones presenting)
Whether you are doing this on your own or with your colleagues it would be great for you to sit down and think about how this particular resource works and how you might use it as an example to create your own.
Slides 11 to 15 are about additional support that we can offer you as you continue to further develop your professional learning and Computational Thinking. As well as slides through 20 to 25, which give you the resources we used to develop this particular resource so that you can create your own resources in the future.
So that’s Beat the Boredom, we hope you enjoy it!
Sound of fire burning in the background
Text on screen: Kia Takatū ā-Matihiko Digital Readiness
How to use this resource
To use this resource effectively, you should have access to the following resources:
- Scratch account. You can sign up for Scratch here.
Once you've watched the video and explored the resource, adapt it for your own learning context. Let us know what ideas you’ve come up with over on Ngā Kiriahi and find out from others how they’re incorporating DT learning with other learning areas.
This resource is developed to support teaching from the Digital Technologies curriculum.