Monday, 29 July 2013

Hopscotch App Lesson Plan

Using the Hopscotch App to develop thinking processes

Students learn the language of code, developing a range of thinking skills.

Lesson Plan

Introduce learning intention:
To expose students to the language (vocabulary) of Code. To create a simple digital application (Game) for others to enjoy.

Special note for teachers:

For students to discover they can learn through experimentation and trial and error. 
The Habit of risk taking is vital in learning new things and we can learn in a number of ways.
Create video tutorials online that allow student to view and learn at their own rate. This could be through tutorials for Hopscotch that you find online, tutorials that you create or your students create.

Teacher instruction:

Introduce Hopscotch App.
Demonstrate App and how you save your projects.
Discuss with students the functions of the iPad e.g tilt, shake........
Make clear with students we want to focus on learning new things and in different ways. The teacher doesn’t have all the knowledge.
Introduce the “3 before me” concept where student must ask 3 others before the teacher.
Teacher creates a basic tilt game where the character moves up, down, left and right by titling the iPad.

Student Steps:

1. Allow discovery time (approx 4 lessons). This promotes risk taking with no set project in minds to discover all the functions. Students can trial, relearn, make mistakes and discover that they are in control of their learning.
2. Plan the game through pictures and a storyboard.
3. Game development.
4. Students review initial plan. It is it achievable/realistic? Should I scale back? Should I expand my game?
5. Partner students with others. Partner offers feedback. What works? Doesn’t work from a players perspective?
6. Students create games and have a gaming expo where they invite other classes, teachers and parents to play games.
What did I like about my game?
What would I change next time?
What did the players think of my game?
Did I enjoy making the game? Where could I go to learn more about coding”

Excerpt From: Hamilton, Paul. “10 amazing lessons for the iPad Classroom.” v1.1. Paul Hamilton, 2013. iBooks. 
This material may be protected by copyright.

Check out this book on the iBookstore:

Tuesday, 9 July 2013

appsbypaulhamilton youtube channel

We are about to hit 40,000 views and 300 subscribers. Don't hesitate to pass on the website to other educators out there using iPads on the classroom. Thanks everyone.

Friday, 5 July 2013

iBook for the iPad classroom hits no1

Thanks to all the support. Proud to announce 10 amazing lessons for the iPad classroom has been top of the Computing and Internet category on the iBook Store (Australian Store) since its release.
Hopefully teachers are getting lots out of it and the students in their classrooms more engaged!!

Tuesday, 2 July 2013

10 amazing lessons for the iPad Classroom

10 amazing lessons for the iPad Classroom is now available on the iBook Store. Lessons and Apps include: CLICK HERE
Using the Topia App to explore Geography Concepts
Using the Trading Cards App to build knowledge
Using the Tellagami App to develop reading fluency
Using the Hopscotch App to develop thinking processes
Using Formative Feedback for Learning App to encourage feedback giving between students and teachers
Using Explain Everything to compare website data
Using Book Creator to Author and Publish content
Using Doodle Cast App to tell stories and develop communication skills
Using Comic Life App to reflect on past experiences and to teach a recount structure
10 amazing lessons for the iPad Classroom