Principles of Machine Learning

The learning scenario focuses on machine learning and pattern recognition. It lets students train a machine on recognizing plants.  CreatorJan Pawlowski, Martin IdzikSubjectBiology, computer scienceLength45 minutesPedagogical ApproachProblem based learningCompetencesAbstractionPattern recognitionMachine learningGradesPrimary school, grade 5-6TechnologiesMobile phones / tablets with cameraInternet accessComputer (if coding the algorithm)https://teachablemachine.withgoogle.com/ 1. Context settingStudents should discuss how to distinguish plants – whatContinueContinue reading “Principles of Machine Learning”

Introduction to Arrays

The aim of the learning unit is to explain the use of arrays to the students and to try them out. CreatorJan Pawlowski, Martin IdzikSubjectInformaticsLength45 minutesPedagogical ApproachExplorative learningCompetencesStudents should understand:How arrays are constructedWhat operations are possibleWhat arrays can be used forData types, generalizationGradesElementary school, from grade 3TechnologiesWorksheet: Arrays 1 Worksheet, Arrays 2 Worksheet, Arrays 3ContinueContinue reading “Introduction to Arrays”

Sorting game: Bubble Sort

Take two objects, show them to the class and ask comparison questions. Which one is taller, which one is heavier, etc. For example, a pencil, eraser, ruler, etc. CreatorMikko MuiluSubjectMath, ICT, physical educationLength45 minutesPedagogical ApproachPhenomenon-based learningCompetencesStudents learn to compare objects and numbersGradesStudents aged 9-12.TechnologiesPen and paper Exercise 1: Have the students draw a long andContinueContinue reading “Sorting game: Bubble Sort”

Foreign alphabet

This scenario will teach foreign alphabet to students by replacing one letter from a text after another. CreatorAnna-Leena LounaskorpiSubjectLanguages, ICTLength45 minutesPedagogical ApproachPhenomenon-based learningCompetencesStudents will learn different alphabet from their own and basics of parametersGradesStudents aged 9-12.TechnologiesPen and paper, Microsoft Word/other writing app Teacher will give the students short texts with one letter or syllable replacedContinueContinue reading “Foreign alphabet”

“Algorithms Loops”

Main Idea:The goal of this scenario is to distinguish between loops with condition and countable loops. CreatorsJan Pawlowski, Martin IdzikSubjectComputer science, mathematicsLenght45 MinutesPedagogical ApproachProblem- based LearningCompetencesPattern recognition, Control Structures, ProgrammingGradesElementary school, 3rd – 5th gradeTechnologyWorksheet: LoopsEvaluationWorksheets Description: The topic should be introduced briefly – there are two different types of loops The students are nowContinueContinue reading ““Algorithms Loops””

“Bee bot loops”

Main Idea: The goal of this scenario is to introduce how to use the following loops:Repetitions: Repeat x times Loops with conditions: Repeat until condition is met CreatorsJan Pawlowski, Martin IdzikSubject Computer science, mathematics,Length45 MinutesPedagogical ApproachReal-life LearningCompetencesPattern recognition, Control structures, ProgrammingGradesElementary school, 3rd – 5th gradeTechnologyBeebot game board with backed world map (5X7 fields, fieldContinueContinue reading ““Bee bot loops””

“BASIC SHAPES”

The main idea of this learning scenario is students to create a simple program and draw a square and a triangle. After that they will recognize the patterns at their code and they will try to use loops so that the program becomes smaller but the result remains the same re. Finally, they should understandContinueContinue reading ““BASIC SHAPES””

“COUNT THE APPLES”

The main idea of this learning scenario is students is to understand some advanced concepts of selection structure, repetition structure and object-oriented programming. Main Idea CreatorRallis SpirosSubjectComputer scienceLength2-3 hoursPedagogical ApproachReal Life and Technology assisted learning CompetencesProblem solvingAlgorithm thinkingAbstractionPattern RecognitionDebuggingGradesAge (10 – 11), high learning level, basic-intermediate programming knowledge, basic principles of roboticsTechnologiesScratchEvaluation ToolsAt the end ofContinueContinue reading ““COUNT THE APPLES””

“Predictor”

Main Idea We discussed with students that it will be nice to have an app that simulates a predictor. So we decided to use Python and in particular the “lists” in Python. CreatorRallis SpirosSubjectComputer science Length 2 hoursPedagogical Approach Real-Life and Technology assisted learning. CompetencesDecomposition,AlgorithmsDebuggingProblem solving Pattern RecognitionGradesAge (10 – 11), high learning level, basic-intermediate programmingContinueContinue reading ““Predictor””

” A Game in History”

Main Idea Students create in history a game by using the scratch software. The game is based on questions and the player earns points depending on whether he answers correctly or not. The goal of this learning scenario is students to learn and use the basic programming structures. We will guide them by providing basicContinueContinue reading “” A Game in History””