ScratchJr is an introductory programming language that encour ages creativity and expression, enabling 5 to 7 year old children to create their own interactive projects through coding, as it is often called these days.
They can program their own interactive stories and games. In the process, they learn to solve problems, design projects, and express themselves creatively on the computer.
ScratchJr runs on iPads, Android tablets, Amazon tablets, and Chromebooks.
Note:
Cocok untuk siswa TK hingga SD kelas 2, setiap kode program diwakili oleh gambar/icon, bukan teks, jadi cocok untuk peserta didik yang belum dapat membaca dengan lancar.
Untuk lab kunzhong, sudah diinstall versi offline utk PC.
Situs resmi untuk ide aktivitas pembelajaran bisa diakses di https://www.scratchjr.org/teach/
With OctoStudio, young people can create interactive animations and games using a mobile phone or tablet anytime anywhere. Take photos and record sounds, bring them to life with coding blocks, and send to family and friends.
OctoStudio is developed by Lifelong Kindergarten, the MIT Media Lab group that created Scratch, the world’s most popular coding language for kids. OctoStudio is completely free of charge.
Note:
Hampir serupa dengan ScratchJr, setiap kode program diwakili oleh gambar/icon, bukan teks, jadi cocok untuk peserta didik yang belum dapat membaca dengan lancar.
Cocok untuk siswa TK hingga SD kelas 2.
Dikembangkan oleh MIT Media Lab yang juga mengembangkan Scratch.
Situs untuk ide aktivitas pembelajaran bisa diakses di https://www.exploratorium.edu/tinkering/projects/octostudio-explorations
Sama halnya ScratchJr dan Octostudio dimana setiap kode program diwakili oleh gambar/icon (bukan teks) jadi cocok untuk peserta didik yang belum dapat membaca dengan lancar.
Hanya saja Lightbot disajikan dalam bentuk permainan (game) yg ada target yang harus dicapai untuk menang dan lanjut level berikutnya.
Untuk mencoba game lightbot:
pastikan PC anda telah mempunyai Flash Player, jika belum silakan download file flashplayer dari link berikut File Flash Player
kemudian download file flash (swf) Lightbot
File Flash Lightbot-HOC.swf
File Flash Lightbot-Lite.swf
jalankan terlebih dahulu Flash Player,
kemudian File -> Open -> Browse file Lightbot
Note:
Untuk versi apk (bajakan) dapat didownload via link ini.
Game lightbot dapat dimainkan secara online (beda tantangan) menggunakan browser pada URL :
https://www.gameflare.com/online-game/light-bot/ (menggunakan perintah teks)
The Creative Computing Curriculum, designed by the Creative Computing Lab at the Harvard Graduate School of Education, is a collection of ideas, strategies, and activities for an introductory creative computing experience using Scratch programming language.
The activities are designed to support familiarity and increasing fluency with computational creativity and computational thinking. The changes made to this most recent edition of the curriculum include images of blocks and projects, and minor content revisions to reflect the new Scratch 3.0 website. This edition of the curriculum is now available in Google Slides as individual units, activities, or the full curriculum.
Dikembangkan oleh MIT Media Lab, sebagai panduan pembelajaran (kurikulum) Creative Computing menggunakan Scratch.
E-book yang membahas penggunaan Scratch dari dasar disertai contoh-contoh proyek dan tantangannya.
An A to Z handbook on teaching programming
Stock : 2 buku
dapat dipinjam dengan Pak Tommy di ruang Router (Gd, Costantini, Lt.3)
Pembahasan metode / konsep pembelajaran pemrograman pada buku ini banyak menggunakan acuan berdasarkan tool pemrograman Scratch.
File dalam format Epub, pastikan e-pub reader tersedia (https://chromewebstore.google.com/detail/epubreader/jhhclmfgfllimlhabjkgkeebkbiadflb)
Computational Thinking Across the K-5 Curriculum
This book will explore why you should be teaching coding and computational thinking, show how you can teach these skills using a variety of tools, and finally demonstrate what you can do now to add these skills into your existing curriculum and teaching.
The book is organized into sections featuring tools that can be used to integrate coding into the curriculum. Each section is laid out using three key concepts:
• The reason WHY using the resource within the curriculum will benefit students
• Description of HOW to get started with the resource
• Case studies and real world application of the resource showing WHAT you can do with it
What makes No Fear Coding different than other coding books or products is that it will not ask you to teach coding as a separate subject, but it will intentionally show teachers how to incorporate the skills of computer science within the instruction they already are responsible for covering. This book will challenge you to think computationally as you help students break down problems and create the thought processes needed to solve them.
No Fear!
The most important thing you can do is jump in and begin using the activities in this book. Activities and examples are paired with resources and Try It! challenges to deepen teacher understanding of the concepts explored in each section.
Teachers can use the information in this book to:
• Model risk taking.
• Use Bee-Bots to practice letters and numbers.
• Use Code.org to help young coders explore cardinal directions (up, down, right, left).
• Use Scratch to create a video game demonstrating knowledge on electricity.
• Use Scratch to “play” with the concept of estimation.
• Use ARIS to create a walking tour of your community.
• Incorporate coding activities into teaching the Standards for Mathematical Practice.