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 <<O>>  Difference Topic Play2LearnComputerClub (4 - 28 Aug 2008 - Main.MarlaParker)
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META TOPICPARENT name="EducatorWiki"

Play 2 Learn Computer Club

Proposed After-School Program

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Update (27 Aug 08): The school district is very slow to work with, so I've arranged with a high school teacher to try out a few sessions using Greenfoot with his Introduction to Programming class.
 Play 2 Learn Computer Club is a fun activity club where students play and create free games using Greenfoot, a game-based software development environment suitable for novices. Rather than teaching object-oriented programming, which is possible with Greenfoot, this club offers a hands-on introduction to software development and gives students the freedom to learn as much as they'd like. For example, they are free to only attend "class" to learn about the games and to play and create games while in class without studying the resource material. For students who desire to work independently outside of class, the club offers plenty of resources.


 <<O>>  Difference Topic Play2LearnComputerClub (3 - 27 Jul 2008 - Main.MarlaParker)
Line: 1 to 1
 
META TOPICPARENT name="EducatorWiki"

Play 2 Learn Computer Club

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DRAFT DRAFT DRAFT DRAFT DRAFT!!

July 26: I've changed the name to Play 2 Learn Computers Club but I have not edited the rest of the page yet to reflect the new name, nor have I put in the edits from Marina's review...

 Proposed After-School Program
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Play 2 Learn Computer Club is a fun activity club that will focus on playing and creating free games using Greenfoot, a game-based software development environment suitable for novices. Rather than teaching object-oriented programming, which is possible with Greenfoot, this club offers an inspiring introduction to software development and gives students the freedom to learn as much as they'd like. For example, they are free to only attend "class" to learn about the games and to play and create games while in class without studying the resource material. For students who desire to work independently after class, the club offers plenty of resources.
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Play 2 Learn Computer Club is a fun activity club where students play and create free games using Greenfoot, a game-based software development environment suitable for novices. Rather than teaching object-oriented programming, which is possible with Greenfoot, this club offers a hands-on introduction to software development and gives students the freedom to learn as much as they'd like. For example, they are free to only attend "class" to learn about the games and to play and create games while in class without studying the resource material. For students who desire to work independently outside of class, the club offers plenty of resources.
 
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The Hackerteen book, an entertaining graphic novel (aka fancy comic book!), is completely unrelated to Greenfoot, but the people who create Hackerteen also believe in teaching students how to use computers to produce good work. Students can be producers, not merely consumers. And as producers or consumers, they need to understand the ethics around participating in the online communities and virtual worlds. The Hackerteen website actually offers distance learning courses on technology, security, and ethics, letting teenage students earn belts, as they might in a martial arts school. This is similar to the "school" in the novel. Unfortunately for us, in the real world, the Hackerteen courses are not yet available in English! So for this club, we will simply read the book for fun and then discuss the ethical questions outlined below.
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Schedule

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Meetings should be on Wednesday, that darn early day, and last for 2 hours. Schedule will be the same each time:
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A two-hour meeting/class is held immediately after school each Wednesday. The fall pilot session is 10 weeks long, beginning _date TBD_. The schedule of each meeting will be the same:
 
Time Activity
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1:30 Informal Q&A, gathering, computer time for those who arrive quickly, not for those who arrive later.
1:50 Leader Activity - everyone watches the same video or participates in the same discussion or activiy.
2:30 Break, snacks.
2:45 Self-paced activities, informal Q&A, students help each other, leave early if they need to.
3:20 Meeting is over - everyone out by 3:30 at the latest.
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1:30 Informal Q&A, gathering, computer time for those who arrive on time, not for those who arrive late.
1:50 Leader Activity - everyone watches a video or participates in a discussion or activity together.
2:30 Break, snacks (outside)
2:45 Self-paced activities, informal Q&A. Students can help each other or play games together, or leave early if they need to.
3:20 End of meeting. Everyone must leave by 3:30 at the latest.
 
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Hackerteen Story

Hackerteen: Volume 1: Internet Blackout, an entertaining graphic novel (aka fancy comic book!), is completely unrelated to Greenfoot. One of the main points of the story is that for kids who would like to be on their computers 24x7, if only their parents would let them, they should not be mere consumers of computer technology, they should learn to be producers. But with knowledge comes power, and therefore the Hackerteen School teaches not just technical skills but also ethics applied to the field of computer technology. Discussing ethical challenges and behavior in online communities and virtual worlds is important for real students, also, not just storybook characters.

The Hackerteen website actually offers distance learning courses on technology, security, and ethics, letting teenage students earn belts, as they might in a martial arts school. This is similar to the "school" in the novel. Unfortunately for us, in the real world, the Hackerteen courses are not yet available in English! So for this club, we will simply read the book for fun and then discuss the ethical questions outlined in the next section.

 

Leader Activities

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These are examples of Leader Activities. Depending on the activity, the students may simply watch it on a screen at the front of the room, or participate in a discussion, or they may follow along together, all doing the same steps each on his/her own computer.
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Following are examples of the club leader's activities. Depending on the activity, the students might watch it on a screen at the front of the room, participate in a live discussion, or follow along together by performing the same steps on their computers.
 
  1. Play games on Greenfoot Gallery
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  1. Run Greenfoot, open and run each scenario in the scenarios folder that comes with Greenfoot. Learn the function of these buttons: Compile All, Act, Run.
  2. Make some small changes to certain scenarios and see how the game changes. (See and understand the connection between the code and what happens in the game.)
  3. Watch the Greenfoot Introduction video (12 minutes) and Creating a New Scenario (7 mins), then work all together to create a new scenario, just like in the video, on the Leader's computer projected to the front of the class.
  4. Watch the other Basic videos and then work together to write the code to do the tasks explained in each video: making things move, creating backgrounds, reacting to mouse clicks.
  5. Step through the Greenfoot Tutorial, working on student computers in parallel with the Leader's computer. For students who are ready, customize the features in the steps in the tutorial, e.g. making a different sort of animal, or having different controls or actions or whatever the student wants to try.
  6. Hackerteen Group discussion: What does the word "hacker" mean? Is there such a thing as a "good hacker?" What sorts of problems have hackers caused? Do hackers break laws?
  7. Hackerteen Group discussion: What are some examples from history of people who have broken laws on purpose as a way to call attention to a law that they believe needs to change? What is that called? If you break a law, does your reason for breaking the law matter? How old you have to be to practice civil disobedience?
  8. Hackerteen Group discussion: the story is fiction, but it has some technology links in it to real urls. What are these things?
  9. Hackerteen Group discussion: in the Volume I story, which characters make some mistakes? what are some examples of poor judgement?
  10. Greenfoot How-Do-I? Students who are working on a scenario and have an idea for what they want to do but don't know how to do it tell the class, then the Leader shows how to break the problem down and solve at least a piece of the problem, as a first step.
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  1. Run Greenfoot: Open and run each scenario in the Scenarios folder in Greenfoot. Learn the function of these buttons: Compile All, Act, and Run.
  2. Make minor changes to a few scenarios and watch how the game changes. In particular, observe the connection between the code and the resulting behavior of the actors in the game.
  3. Watch these two videos: Greenfoot Introduction (12 minutes) and Creating a New Scenario (7 minutes). Afterwards, work together to create a scenario just like the one in the video on the leader's computer, which is projected to the front of the class.
  4. Watch the other basic videos and then work together to write the code that accomplishes the tasks explained in each video: making objects move, creating backgrounds, reacting to mouse clicks.
  5. Step through the Greenfoot Tutorial, with students working on their own computers in parallel with the leader's computer. Advanced students: Customize the features described in the tutorial, for example, creating a different sort of animal, controls, or actions--whatever the students want to attempt.
  6. Cover the following topics in a Hackerteen group discussion:
    1. What does the word "hacker" mean? Are there "good hackers" around? What problems have hackers caused? Do hackers break laws?
    2. What are some of the examples from history of people who broke laws on purpose to call attention to a law with which they disagreed? What is that action called? If you break a law, does your reason for breaking the law matter in the courts? How old do you have to be to practice civil disobedience?
    3. Though fictional, the Hackerteen novel links to real-live technologies. What are those technologies?
    4. In the Volume I story, which characters make mistakes? Cite a few examples of poor judgment.
  7. Greenfoot How-Do-I? Students who are working on a scenario and who have encountered problems in implementing their ideas describe the problems to the class. The leader then demonstrates how to analyze one of those problems and, as a first step, solves at least a part of it.
 
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Student Activities

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These are examples of activities appropriate for 1-3 students to work on, either during a meeting or outside of the club, bringing questions to the next meeting (or getting them answered on the club discussion list).
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The following three example activities are appropriate for one to three students to work on, either in or after class. They are to bring questions to the next meeting or have them answered online by those on the club discussion list.
 
  1. Play more games on Greenfoot Gallery
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  1. Take the new scenario created all together and change something about it: the picture/animal used for the actor, the background, whatever you want.
  2. Read some or all of the Hackerteen book, Volume I (and Volume II when it comes out)
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  1. Modify a scenario that you created together: The picture or animal for the actor, the background, whatever you desire to change.
  2. Read a portion of the Hackerteen novel or its entirety. Read Volume II after it's published.
  3. Write and draw, on paper, your idea for a game you can create in Greenfoot and show it to other students and the Leader to get their feedback on your ideas.
  4. Create your own game for one person.
  5. Create a game for two people to play on the same computer, sharing the keyboard.
  6. Create a game that uses sound.
  7. Download the source code for a scenario on the Greenfoot Gallery and then:
    1. Read the code to see if you can understand it.
    2. Modify the code to see what happens.
    3. Modify the code to change the way the game works.
  8. Help another student find and fix a bug in a scenario that is giving them trouble.
 
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Equipment and Software Requirements

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  • A projector to connect to a laptop for running Leader Activities so the students can all see the projected screen at the same time.
  • A computer for each student, with Java installed per the System Requirements for Greenfoot.
  • A highspeed internet connection for each student computer.
  • A highspeed internet connection for the Leader's personal laptop computer (MacBook? Pro).
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  • A projector to connect to a laptop for running leader activities so that everyone in class can see the projected screen at the same time.
  • A computer, installed with the Java 5 or Java 6 SE Software Development Kit (SDK), for each student. See the system requirements for Greenfoot.
  • A high-speed Internet connection for each student's computer.
  • A high-speed Internet connection for the leader's laptop (MacBook Pro).
 
  • A folder on the computer where Greenfoot can be downloaded for execution.
  • (Optional) Students may bring a flash memory stick to use for saving games or taking them home to work on.
Added:
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See Also

The Play 2 Learn Computer Club project.

 <<O>>  Difference Topic Play2LearnComputerClub (2 - 27 Jul 2008 - Main.MarlaParker)
Line: 1 to 1
 
META TOPICPARENT name="EducatorWiki"

Play 2 Learn Computer Club

Line: 6 to 6
 July 26: I've changed the name to Play 2 Learn Computers Club but I have not edited the rest of the page yet to reflect the new name, nor have I put in the edits from Marina's review...
Changed:
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Introduction

>
>
Proposed After-School Program
 
Changed:
<
<
This is a fun activity club that will focus on playing and creating free games using Greenfoot. It is possible to structure an introduction to object oriented programming class using Greenfoot, but that is not the purpose of this club. This club is about a fun introduction to programming, where students learn as much as they are interested in learning. They can come each week and participate and not look at any of the materials outside of the meetings at all, and have a perfectly good time learning, playing, and creating games in class. Or, if they want to work independently outside of the club, there are plenty of resources available to help them do that, too.
>
>
Play 2 Learn Computer Club is a fun activity club that will focus on playing and creating free games using Greenfoot, a game-based software development environment suitable for novices. Rather than teaching object-oriented programming, which is possible with Greenfoot, this club offers an inspiring introduction to software development and gives students the freedom to learn as much as they'd like. For example, they are free to only attend "class" to learn about the games and to play and create games while in class without studying the resource material. For students who desire to work independently after class, the club offers plenty of resources.
 The Hackerteen book, an entertaining graphic novel (aka fancy comic book!), is completely unrelated to Greenfoot, but the people who create Hackerteen also believe in teaching students how to use computers to produce good work. Students can be producers, not merely consumers. And as producers or consumers, they need to understand the ethics around participating in the online communities and virtual worlds. The Hackerteen website actually offers distance learning courses on technology, security, and ethics, letting teenage students earn belts, as they might in a martial arts school. This is similar to the "school" in the novel. Unfortunately for us, in the real world, the Hackerteen courses are not yet available in English! So for this club, we will simply read the book for fun and then discuss the ethical questions outlined below.

 <<O>>  Difference Topic Play2LearnComputerClub (1 - 26 Jul 2008 - Main.MarlaParker)
Line: 1 to 1
Added:
>
>
META TOPICPARENT name="EducatorWiki"

Play 2 Learn Computer Club

DRAFT DRAFT DRAFT DRAFT DRAFT!!

July 26: I've changed the name to Play 2 Learn Computers Club but I have not edited the rest of the page yet to reflect the new name, nor have I put in the edits from Marina's review...

Introduction

This is a fun activity club that will focus on playing and creating free games using Greenfoot. It is possible to structure an introduction to object oriented programming class using Greenfoot, but that is not the purpose of this club. This club is about a fun introduction to programming, where students learn as much as they are interested in learning. They can come each week and participate and not look at any of the materials outside of the meetings at all, and have a perfectly good time learning, playing, and creating games in class. Or, if they want to work independently outside of the club, there are plenty of resources available to help them do that, too.

The Hackerteen book, an entertaining graphic novel (aka fancy comic book!), is completely unrelated to Greenfoot, but the people who create Hackerteen also believe in teaching students how to use computers to produce good work. Students can be producers, not merely consumers. And as producers or consumers, they need to understand the ethics around participating in the online communities and virtual worlds. The Hackerteen website actually offers distance learning courses on technology, security, and ethics, letting teenage students earn belts, as they might in a martial arts school. This is similar to the "school" in the novel. Unfortunately for us, in the real world, the Hackerteen courses are not yet available in English! So for this club, we will simply read the book for fun and then discuss the ethical questions outlined below.

Schedule

Meetings should be on Wednesday, that darn early day, and last for 2 hours. Schedule will be the same each time:
Time Activity
1:30 Informal Q&A, gathering, computer time for those who arrive quickly, not for those who arrive later.
1:50 Leader Activity - everyone watches the same video or participates in the same discussion or activiy.
2:30 Break, snacks.
2:45 Self-paced activities, informal Q&A, students help each other, leave early if they need to.
3:20 Meeting is over - everyone out by 3:30 at the latest.

Leader Activities

These are examples of Leader Activities. Depending on the activity, the students may simply watch it on a screen at the front of the room, or participate in a discussion, or they may follow along together, all doing the same steps each on his/her own computer.

  1. Play games on Greenfoot Gallery
  2. Run Greenfoot, open and run each scenario in the scenarios folder that comes with Greenfoot. Learn the function of these buttons: Compile All, Act, Run.
  3. Make some small changes to certain scenarios and see how the game changes. (See and understand the connection between the code and what happens in the game.)
  4. Watch the Greenfoot Introduction video (12 minutes) and Creating a New Scenario (7 mins), then work all together to create a new scenario, just like in the video, on the Leader's computer projected to the front of the class.
  5. Watch the other Basic videos and then work together to write the code to do the tasks explained in each video: making things move, creating backgrounds, reacting to mouse clicks.
  6. Step through the Greenfoot Tutorial, working on student computers in parallel with the Leader's computer. For students who are ready, customize the features in the steps in the tutorial, e.g. making a different sort of animal, or having different controls or actions or whatever the student wants to try.
  7. Hackerteen Group discussion: What does the word "hacker" mean? Is there such a thing as a "good hacker?" What sorts of problems have hackers caused? Do hackers break laws?
  8. Hackerteen Group discussion: What are some examples from history of people who have broken laws on purpose as a way to call attention to a law that they believe needs to change? What is that called? If you break a law, does your reason for breaking the law matter? How old you have to be to practice civil disobedience?
  9. Hackerteen Group discussion: the story is fiction, but it has some technology links in it to real urls. What are these things?
  10. Hackerteen Group discussion: in the Volume I story, which characters make some mistakes? what are some examples of poor judgement?
  11. Greenfoot How-Do-I? Students who are working on a scenario and have an idea for what they want to do but don't know how to do it tell the class, then the Leader shows how to break the problem down and solve at least a piece of the problem, as a first step.

Student Activities

These are examples of activities appropriate for 1-3 students to work on, either during a meeting or outside of the club, bringing questions to the next meeting (or getting them answered on the club discussion list).

  1. Play more games on Greenfoot Gallery
  2. Take the new scenario created all together and change something about it: the picture/animal used for the actor, the background, whatever you want.
  3. Read some or all of the Hackerteen book, Volume I (and Volume II when it comes out)

Equipment and Software Requirements

  • A projector to connect to a laptop for running Leader Activities so the students can all see the projected screen at the same time.
  • A computer for each student, with Java installed per the System Requirements for Greenfoot.
  • A highspeed internet connection for each student computer.
  • A highspeed internet connection for the Leader's personal laptop computer (MacBook? Pro).
  • A folder on the computer where Greenfoot can be downloaded for execution.
  • (Optional) Students may bring a flash memory stick to use for saving games or taking them home to work on.

See Also

The Play 2 Learn Computer Club project.

-- MarlaParker - 26 Jul 2008


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