AP CSA

After 20 years in education at my local elementary school, I have a new position in the fall at my local high school. I will be their Digital Learning Specialist (Tech Integrator) and CS teacher. It is really a dream job for me. I get to help teachers with their technology (my “superpower”) and teach kids computer science (my “passion”). I’m so excited for the fall.

I’ll be teaching two CS classes in the fall- Computer Science Principles and AP Computer Science A, and I’m using code.org‘s curriculum for both. Last year I assisted in teaching AP CS Principles and it was the first time AP CS Principles had been taught at the school. I made room in my schedule to be in their class every Thursday (plus any other special activity day as my elementary schedule allowed). It surprised me how much I enjoyed working with the high school students (half of whom I taught coding to in elementary school).

In preparation to teach code.org’s AP CSA curriculum, I spent a week in Maine at an EducateMaine-sponsored 5-day workshop. It was excellent. It was intense. I’ve just returned from it and while I’m tired, I’m still really excited about getting into the classroom and presenting the content to the kids. During the week I met other high school CS teachers and built a new personal learning community network.

The code.org’s AP CSA curriculum is new this year. Our workshop facilitators piloted the program last year and this summer is the first time code.org teacher training workshops are being offered. At my school, most of the students who were with me in CS Principles will be taking AP CSA, so while I was at the workshop I could envision pain points in the lessons based on my knowledge of those students.

There is a lot of vocabulary in AP CSA. At one point halfway through the workshop we played vocabulary Bingo from the vocabulary list of the first two Units alone and it was a struggle. Of course, we’d had 3 days with the terms. The students will have more time and practice with them through the course. It is good to know this before the year starts so I can plan vocab review activities and encourage the students to keep a journal or binder for vocab. I’ve already asked one student her best strategy for learning vocab and this was her reply:

I think it would be best if all students have some sort of notebook/ composition book where they write in all the vocabulary as it comes up in one section then when they move to a unit start another page and label it. In this way they can customize what they write about each thing such as adding examples or an analogy when helpful. Then at the end of the unit go through all the vocabulary and make sure we have each and every term.

AP CSP student going into AP CSA

The other CS teachers in my CSA cohort noticed the vocab-heavy curriculum, too. One created and shared with us the Unit vocab lists in GimKit. I hadn’t heard of this tech tool and we got a chance to play a quick round of virtual Capture the Flag. I think the students are going to like this vocab practice tool!

Me in a GimKit of Capture the Flag

I learned that the AP CSA test consists of multiple-choice questions (50%) and free-response questions FRQs (50%). The code.org curriculum introduces, scaffolds, and provides a lot of practice with FRQs. The AP test is all paper and pencil so the students will need to practice handwriting Java code, reading Java code, etc.

I’ve still got some more to learn and prepare for the start of school, but I feel I’m in a good place and have the support I need (or know where to find it) for AP CSA. Hopefully, this feeling lasts through to August.

CS Teachers at the Portland SeaDogs vs NH Fisher Cats Minor league baseball game. Photo by Angela Oechslie.

Do you want to know more? Well, I had to learn to accept non-closure at this CS Summer Institute, too.

Workshop Reflections

I’ve been reflecting on my #ScratchMIT2018 conference Saturday workshop.  I had a lot of information and student work to share and I did that. It was a nice size group of educators from around the world. The people who attended were great and some were definitely excited about it.

I spent more time talking about my design review process than I expected. When we finally broke into groups, people seemed engaged when they were looking at my students’ work and thinking about how to support them.

This was my first time presenting a workshop at such a big conference and I learned a lot. One thing I could improve is my facilitation of the discussion. I need to prepare better follow-up questions and do less talking.

I made four different packets of student work to share. Different groups looked at different packets which I thought would facilitate more varied conversations but I was the only one who knew all the work and that hindered the whole group discussion.  I should have at least brought up the finished project under discussion on the screen so that the rest of the group could have a frame of reference.

One project that we discussed was Penguin Trivia. It was noted that its design document matches the executed project well.

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I could have followed up with what “supports would you put in place for this student?” Since her communication and time management skills seem strong, she could have used more support on game flow code examples and more time testing and debugging. (Although this is always true)

Another example project that was brought up was Thee Annoying’s Return. In this example, we thought the student could improve how he communicated his project.Screen Shot 2018-07-30 at 5.41.08 PM

Someone noted that he says there are no rules, but clearly, there are. So what clarifying questions should we ask during design review so we know he has thought carefully about his game?

The design document serves as a way for students to think deeply about their project before embarking on its creation. The thing with creative adventures is that plans change. That’s okay. The design document is a guide. There were some helpful suggestions about how to refer the student back to the guide during the creating process as a self-check-in. Older students may be able to reflect on their progress and assess the status of their project themselves.

Some other great ideas came up during the discussion.  One was having a peer review in the middle of the process as a way for students to support students.

Another idea was to have a checklist of things that should be in the project.  I’m not sure if this would be a general or project specific checklist, but it would aid in assessment, either way.

One problem we weren’t able to solve was having the time to meet with each student/group when the numbers are large or the time is short. I generally rally some additional help on Design Review Day so I know everyone’s project gets at least a quick approval so they can get started. I do check in with students each week to see where they are, where they are going, where they are stuck, etc.  There are a lot of pieces to project management, but the benefits of letting students pursue these passion projects are huge.

Overall, I am happy with how it went and I’d enjoy running it again.

Project Management Workshop Design Document

Project Management from Design to Showcase

This is the title of my Scratch @ MIT 2018 Conference workshop coming up this Saturday. I’m excited and honored to be given the opportunity to share some of my experience working with students to create the original Scratch projects, some of which I have written about in this blog.

Session description:

Managing a class (or club) of students working on individual Scratch projects is complicated.  They have big, creative ideas for their projects. They want multiple levels, gravity, complicated animation, and character interactions in their very first programmed game. We, on the other hand, need these projects done on schedule, for the parent showcase or before grades close. This is project management. How can we, as educators, honor student creativity and voice while dealing with the practical realities of limited time and guidance?

In this session, we will look at elementary student game design documents and find ways to support the conversion of these documents into a working, Scratch-coded final product. Participants will work in pairs or small groups with actual game design documents from my 4th grade Code Club members.  They will discuss and interpret what the student envisions and develop a plan to help the student be successful. A formal plan will help gauge if the student is on target to finish on time.

We will discuss issues that come up during different stages of the process such as helping students communicate their ideas about their project, and think programmatically. We will discuss different ways to code animation, how to find resources, and dealing with student expectations. We will talk about facilitating students working in pairs, time management, and debugging.

(This is my original wording and may differ from the conference program)

Title: Project Management from Design to Showcase
Date: Saturday, July 28
Time: 11:00a – 12:00p
Room:  E15-207 (Wiesner Room)

When I finished writing the description last winter, I was in high spirits because it sounded like a workshop I would want to attend.  I’m hoping to facilitate interesting discussions centered around supporting students and their creativity.

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I’ve gathered the student design documents I want to share and am putting the final touches on my presentation.  I’ll share everything here in a post before the workshop on Saturday.  For now, here is the current version of the design document I use with my 4th-grade Code Club students.