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Scratch: problem solving, seek patterns, use creativeness to break down problem

Scratch is an online app/website that allows students to build animations, stories, games, and more while sharing their creativity. Students can use this app to break down world problems that involve following steps and bring it into action. Students can also build projects that promote analytical thinking, design thinking, and applying computational thinking to solve problems.

The skills implicitly acquired by using programming tools like Scratch have generally been seen as mere programming proficiency, represented by the code constructs that students apply in their projects, rather than the anticipated higher-level computational thinking. The use of tools such as Scratch allows students to interact with different programming elements, and the activities they participate in can enhance their skills and understanding in various aspects of Computational Thinking.

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Through PBS Kids' Design Squad Global, kids may explore the rapidly growing discipline of STEM (science, technology, engineering, and math) and create practical solutions for real-world issues.

Kids in the Design Squad Global clubs work with an international partner to investigate engineering and invention. They learn that engineering is an effective instrument for changing the world and apply the design process to address challenges. Additionally, children acquire "global competence," or the capacity to interact and work together with individuals who have diverse origins, cultures, and viewpoints.

DSG also offers interactive video games. These games are great to use as extension activities, generate student interest, and realize the real-world application of STEM.

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1.5a: Problem Definitions

students construct problem definitions that are appropriate for technology-assisted methods like date analysis, creative designs, and algorithms

1.5b: Data Sets

Students gather information or find relevant date sets, evaluate it using digital tools, and show it in a way that can help with decision making and problem-solving

1.5c: Decompose Problems

Students break down challenging problems into sections, get clues or relevant information, and create explanations to solve and understand harder problems.

1.5d: Algorithmic Thinking

Students use mathematical thinking to develop a set of steps and test it.

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Activity 1: ENGINEERING GAME FROM DESIGN SQUAD GLOBAL

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Activity 1: ENGINEERING GAME FROM DESIGN SQUAD GLOBAL

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"Feed the Fidgets" is a Design Squad game where players need to design and build a contraption to feed colorful creatures called "Fidgets." This game can be used to engage computational thinkers in a hands-on engineering challenge. Here's how we can adapt "Feed the Fidgets" to promote computational thinking:

1. Introduction to the Challenge (10 minutes):

- Introduce the game "Feed the Fidgets" to the students, explaining that they will be tasked with designing and building a contraption to feed the Fidgets.

- Emphasize that they will need to think like engineers, considering factors such as gravity, momentum, and angles, to successfully deliver food to the hungry Fidgets.

2. Problem Definition (5 minutes):

- Discuss the objectives of the challenge: to design a contraption that can transport food from the dispenser to the Fidgets' mouths.

- Encourage students to think about the requirements of the challenge and what factors they need to consider when designing their contraptions.

3. Brainstorming and Planning (15 minutes):

- Allow students time to brainstorm ideas for their contraptions. They can sketch out their designs on paper and plan the materials they will need.

- Encourage students to think about how they can use ramps, slides, levers, and other components to guide the food to the Fidgets.

4. Design and Construction (30 minutes):

- Provide students with materials such as cardboard, tape, cups, marbles, and other craft supplies to build their contraptions.

- Encourage students to collaborate in teams to construct their designs, iterating on their prototypes as they go.

5. Testing and Iteration (20 minutes):

- Once the contraptions are built, students can test them to see if they successfully feed the Fidgets.

- Encourage students to observe the behavior of their contraptions, identify any issues or areas for improvement, and make adjustments accordingly.

6. Reflection and Analysis (10 minutes):

- Facilitate a discussion where students reflect on their design process and the performance of their contraptions.

- Encourage students to think critically about what worked well, what didn't work, and why. Ask them to consider how they applied computational thinking skills to solve the challenge.

7. Extension:

- Challenge students to modify their contraptions to increase the complexity of the challenge. For example, they could add obstacles, change the starting position of the food dispenser, or introduce multiple Fidgets with different food preferences.

- Encourage students to document their designs and share them with their classmates, explaining the engineering principles behind their contraptions.

By engaging students in the "Feed the Fidgets" challenge, you can promote computational thinking skills such as problem-solving, collaboration, iteration, and critical analysis in a fun and interactive way.

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Activity: Scratch Maze Game Design

Objective: Students create a maze game in Scratch, applying computational thinking skills.

1. Introduction (5 minutes):

- Introduce Scratch as a platform for creating interactive projects.

- Explain the objective: design a maze game.

2. Design (10 minutes):

- Discuss maze game elements: maze layout, player character, obstacles, and goal.

- Students sketch maze designs and select sprites.

3. Creation (25 minutes):

- Guide students in creating the maze background and adding sprites.

- Teach basic movement commands and collision detection.

4. Programming (20 minutes):

- Show how to program player character movement using Scratch blocks.

- Introduce scoring and basic interactivity.

5. Testing (10 minutes):

- Have students playtest and debug their games.

- Encourage peer feedback and iteration.

6. Reflection (5 minutes):

- Reflect on the design and programming process.

- Share challenges and successes.

Extension: Students can share their maze games with classmates and add more features like power-ups or enemy sprites.

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Computational Thinker comes with four different categories students have to understand: problem breakdown, pattern recognition, abstraction, and algorithms.  Students will understand that problems can be solved in steps to find a solution.

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Computational Thinker comes with four different categories students have to understand: problem breakdown, pattern recognition, abstraction, and algorithms.  Students will understand that problems can be solved in steps to find a solution.