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STEAM Cycle 38

5/5/2017

 

Kindergarten-Animals in Action 4

After a review about the PLTW characters Angelina, Suzi, and Mylo creating animal animations that show how animals behave in their habitats, our students were given the same problem: How can we teach PreK students about animals and their habitats using animations in ScratchJr?  The students began using the design process to identify the problem and plan their animations.  The students had to identify which animal they would use, and the habitat that would be best for the animal.

KD-Animal 8 from Wendy Baker on Vimeo.


1st Grade-Setting the Scene 3

After listening to or reading a familiar fairy tale, the students chose one scene from the story to recreate in ScratchJr.  They were responsible for creating the scene with backgrounds, characters, action, and voice recordings.

2nd Grade-Computer Science Explorers 3

The students worked on a program that will keep score as they play a math game.  Using ScratchJr, the students used functions and conditions to move a soccer ball toward the net.  Each time a player scored in a card game, the ball got closer to the corresponding goal.

3rd Grade-Variables Rule 3

Using Hopscotch ( a coding app on the iPad), the students built an interactive program that responds to new events like tilting, shaking, and tapping the tablet. The students learned how to move characters around the x-y grid and learned how to create a variable to track score, lives, and a timer.

4th Grade-Brain in Action 2

With this activity, students investigated how the brain processes sensory information to store it as memory and how it effects their reaction times.  The students participated in a memory card game, a reaction test on the iPad, and "remember the objects."  After completing these initial investigations, the students came up with their own investigations using the scientific inquiry process.

5A & 5B-Create a Toy 2

​Teams worked collaboratively to create a prototype of toy using the engineering design process and VEX IQ® components.  The criteria for this problem was that the toy had to have at least one moving part, but could not use the robot brain, motors, or sensors.  Each team designed, sketched, built, and presented the prototype to the rest of the class.

5C & 5D-Reaction Test 1

Using the Tynker app, the students followed step-by-step directions to create a game that allowed the player to test their reaction time.  The students chose a background and actors that would randomly move around the screen.  Each time the player tapped the character, a score would be recorded with a reaction time (fast, medium, slow) displayed at the end of the game.

STEAM Cycle 37

5/1/2017

 

Kindergarten-Animals in Action 3

KB-Animal 2 from Wendy Baker on Vimeo.

After a review about the PLTW characters Angelina, Suzi, and Mylo creating animal animations that show how animals behave in their habitats, our students were given the same problem: How can we teach PreK students about animals and their habitats using animations in ScratchJr?  The students began using the design process to identify the problem and plan their animations.  The students had to identify which animal they would use, and the habitat that would be best for the animal.

 1st Grade-Setting the Scene 2

After listening to or reading a familiar fairy tale, the students chose one scene from the story to recreate in ScratchJr.  They were responsible for creating the scene with backgrounds, characters, action, and voice recordings.

2nd Grade-Computer Explorers 2

The students worked on a program that will keep score as they play a math game.  Using ScratchJr, the students used functions and conditions to move a soccer ball toward the net.  Each time a player scored in a card game, the ball got closer to the corresponding goal.

3rd Grade-Variables Rule 2

Using Hopscotch ( a coding app on the iPad), the students built an interactive program that responds to new events like tilting, shaking, and tapping the tablet. The students learned how to move characters around the x-y grid and learned how to create a variable to track score, lives, and a timer.

4th Grade-Brain in Action 1

With this activity, students investigated how the brain processes sensory information to store it as memory and how it effects their reaction times.  The students participated in a memory card game, a reaction test on the iPad, and "remember the objects."

5A & 5B-Create a Toy 1

Teams worked collaboratively to create a prototype of toy using the engineering design process and VEX IQ® components.  The criteria for this problem was that the toy had to have at least one moving part, but could not use the robot brain, motors, or sensors.  Each team designed, sketched, built, and presented the prototype to the rest of the class.

5C & 5D-Data Collection & Display 3

​Using the Tynker iPad app, the students are learning to code their first game by following step-by-step directions.  The students learned about x and y axes, how to add characters to the game, and code actions the characters can follow.

    Jamestown Elementary

    Welcome to the STEAM Studio Blog for Jamestown Upper & Lower Elementary Schools in Hudsonville, MI.  Here you will find the latest projects and concepts we've been working on in class.

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    Ms. Baker

    comes to Hudsonville with 17 years of teaching information and technology skills to elementary students.  After earning a BA in Elementary Education at the University of Northern Iowa and a Master’s degree from the University of Iowa in 2000, she drew a circle on the map and chose Southwest Michigan.

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