Design properties

Name
#Scottie & friends save the planet
Topic
ICT, languages, maths, science, art, geography
Learning time
10 hours
Designed time
18 hours and 45 minutes
Size of class
18
Description
This project intends to exploit the potential offered by digital technologies, coding and educational robotics to create engaging activities on interdisciplinary issues
Mode of delivery
Blended
Aims
This didactic project aims to arouse curiosity and enthusiasm towards a different approach to curricular study, to overcome disciplinary fragmentation, to initiate them to cooperative and collaborative activities, to stimulate their creativity and to bring them closer to the rigor of logical thinking. It is proposed to achieve these objectives by taking advantage of the captivating "Scottie Go!" Kit around which to imagine different moments and learning situations. The project was drafted jointly by the teachers Rita Genovese, Mariapia Napolitano and Giovanni Orefice.
Outcomes
Identify, Identify, Modify, Analyse, Design, Reflect, Be responsive to
Editor
giovanniorefice

Timeline controls

Timeline

We meet #Scottie - (introduction and hooking)
150 minutes)
  • Read Watch Listen
    30
    18
    1
    The teachers present the students with the "Scottie go!" Kit (a game that combines visual block programming with augmented reality). After a brief introduction, both the game and 3 mobile devices are delivered to the students to experiment by following the tutorials contained in the application.
  • Investigate
    90
    18
    0
    The boys, divided into groups, organize an internal competition for the resolution of the various levels. During the activities they write down ideas, considerations, doubts and errors, which will then be the object of reflection.
  • Discuss
    30
    18
    0
    What observed and noted by the pupils and the teacher becomes a starting point to open a discussion and provide clarifications.
Notes:
Resources linked: 0
Looking for an idea - (creative elaboration)
75 minutes)
  • Read Watch Listen
    15
    18
    0
    The teachers share the objectives of the eTwinning project "Learning with #Scottie" with the pupils and ask to invent activities that have Scottie as protagonist.
  • Discuss
    30
    18
    2
    Pupils are asked to imagine a friendship and a story that sees them as protagonists together with Scottie and to publish, comment and evaluate the ideas, their own and their companions, on virtual bulletin boards (the Edmodo one of the class and / or on a prepared Padlet ). The topic of narration and / or activity to be carried out will emerge from the discussion. Ideas related above all to the exploration of our planet are pinned, some ask to highlight the post-vite aspects, others to highlight the impacts of technology and unweighted and sustainable choices. Together with seceglie to deepen this second proposal and it is inspired to address the issues of the 2030 Agenda.
  • Collaborate
    30
    18
    0
    Work is planned and organized. It is a story / video game and it involves several stages: 1 - The story begins with the presentation of the class group (video introduction): a very sensitive girl neglects math lessons because she is worried about the future of planet Earth; scolded, she leaves the classroom and immerses herself in her thoughts; there he meets Scottie, asks him to help her and introduces his classmates. 2 - The boys guide Scottie by moving one or more Ozobot on a giant world map, in order to take him to the places most afflicted by environmental problems. 3 - They make puppets and furnishings, such as an astronal and / or the command console to guide Scottie in the resolution of some video games. 4 - They program games with Scratch to solve the various environmental problems identified. 5 - They use QR codes to connect the robotic path with online video games. Everything is noted on a shared document created with the school's GSuite.
Notes:
Resources linked: 0
Preparation and study
420 minutes)
  • Practice
    120
    18
    1
    The students are included in Code study course 3 and deepen the programming concepts already learned during the game with the "Scottie Go!" Kit.
  • Investigate
    30
    18
    0
    They then start programming a game by experimenting first with "Flappy" and then "Scratch 3.0" with the "Makey Makey" extension and conductive paste.
  • Investigate
    60
    18
    0
    Some Ozobot bits available to the school are shown to the pupils and asked to experiment with color code programming
  • Read Watch Listen
    15
    18
    1
    Explanation of the teacher on the use of QR codes
  • Practice
    15
    18
    0
    Pupils practice cloud storage and sharing some voice recordings on the Edmodo classroom bulletin board with QR codes.
  • Read Watch Listen
    120
    18
    1
    The children are assigned the interactive viewing, from home, of some documentaries concerning environmental problems on the EdPuzzle platform: "The earth and man" and others.
  • Investigate
    30
    18
    0
    It is also required to write an image report as an in-depth study of the theme adopted.
  • Discuss
    30
    18
    0
    The boys are called to exhibit what has been elaborated on their own and / or in a group and to confront their companions on the chosen topic.
Notes:
Resources linked: 0
Production in co-working groups
360 minutes)
  • Practice
    60
    18
    1
    Pupils are called to be actors in the introductory video of the activity and recite a short presentation in English.
  • Read Watch Listen
    30
    18
    0
    They are shown how to edit a movie and use the Chroma Key effect.
  • Practice
    30
    18
    0
    The boys practice recording and cloud storage of audio files with recordings in English. Then they use the InkScape program to vectorize their QR code and to insert it into the Christmas decoration.
  • Produce
    60
    6
    1
    With the guide and the support of the art teacher, they make two Scottie puppets, one felt and papier mache and one flying, with a balloon inflated with helium.
  • Produce
    90
    6
    0
    Pupils are asked to create a giant plan on which to move the robot until it reaches the points to increase, with audio or video content and / or with the video games developed by themselves.
  • Produce
    90
    6
    0
    The boys create additional multimedia content and video games to enrich the robotic world with thematic QR codes and complete the work.
Notes:
Resources linked: 0
Debugging and Checks
120 minutes)
  • Collaborate
    60
    18
    0
    The boys challenge each other in the creation of interactive questionnaires on the contents learned, to be submitted to the opposing teams.
  • Produce
    60
    18
    0
    Each boy produces a report on what he has learned and considerations on the training path.
Notes:
Resources linked: 0

Learning Experience

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