CAS London Regional Conference Workshop List Saturday 27th February at Gladesmore Community College, South Tottenham Delegates may choose one workshop from each session Session 1 KS1/KS2 Scratch 1 ­ Introduction ­ Tony Alday and Wendy Macleod Scratch is the language that everyone recommends as a tool for teaching computing programming as part of the new National Curriculum. However, do you feel confident enough to try Scratch with your class? Would you like a soft introduction to Scratch ­ an opportunity to see it in action and try it out for yourself and a chance to pick up some teaching resources to take away and get started in class? Ideal for KS1 and KS2 practitioners who would like to become confident in the basics of Scratch and get an idea of its potential. KS2 DT and Computing in Primary using using Crumbles ­ Jane Waite , Nick Cook , Dave Hartley and Gillian Bratley An introduction to physical computing using the crumble microcontroller. Use the very simple block based programming language to sequence coloured lights, add loops and we may move on to sensors and adding movement. KS3 and above Unplugged Sorting algorithms­ Paul Curzon We demonstrate practical and powerful ways to teach basic sort algorithms using unplugged methods. Students act as an array of values to be sorted, with others as loop variables. Together we gradually work out a sort algorithm, Bubblesort, that works by doing lots of passes over the array. The students also work out how to improve the algorithm, and explore how much faster the improved version is. We develop the code as the algorithm is developed. A further activity shows how this can be improved upon even more using divide and conquer techniques, again that are acted out in a way that shows both how divide and conquer works but also why it is so much faster. Finally, if time, we demonstrate an almost magical algorithm that sorts a pile of cards in just a few steps. KS3/KS4 Python 1 ­ Introduction ­ Clifford French Python for the absolute beginner or teachers who have only just started learning Python. Clifford French will attempt to set participants off in the right direction and dispel a few myths and misconceptions. KS3/KS4 Visualbasic Introduction ­ Darren Tarvi An introduction to visual basic, a session for beginners new to the visual basic. Getting you started with the environment and simple commands. KS3/4/5 Changes to the OCR GCSE A level Examinations ­ Rob Leeman Rob Leeman will look at the new Computer Science (9­1 ) GCSE specification and go through what has changed and what you need to know to get the best out of your students. Rob will introduce the new subject content and assessment model as well as the new features designed to make the teaching and assessment more transparent and accessible to learners. Rob will also introduce the exciting new resources we are offering to help support the delivery of the new specification. A level Python and Databases ­ Sue Sentance If you are fairly confident in using Python, develop your skills in SQL and use them to create and query a simple database from Python, using sqlite3. This session will offer a short introduction to Python and databases with homework to take away! KS3/KS4 but also KS2 ­ CAS Tenderfoot Programming and Algorithms ­ John Woollard CAS Tenderfoot provides CPD sessions introducing in­depth key concepts of the computing curriculum. The CPD will be offered as 1­day per topic Units after Easter. This unplugged workshop uses material from the programming and algorithms units. Session 2 KS1/KS2 Scratch 2 ­ Maths using Scratch (Selection and variables) ­ Phil Bagge Teachers often talk about having ‘done Scratch’ after a half term module. Many teachers assume that Scratch is only good for creating games or animations. Join Phil Bagge author of How to Teach Primary Programming Using Scratch as he explains how to support your Maths curriculum using this versatile programming language. The session will include a programming masterclass. All software mentioned is free. Planning ideas will be available to take back to school. This session is designed for teachers who have already used Scratch and wish to extend their skills and draw out computational thinking. All Assessment ­ After Levels ­ Mark Dorling This session will look at the latest guidance from Ofsted, DfE and Educational community on planning and assessing without levels in the context of computing and computational thinking whilst providing practical advice on how to make this a reality in your classrooms. KS2/3 Raspberry Pi for beginners ­ Nic Hughes & Steve Richards This session will be an introduction to rapidly setting up the device in the primary and secondary classroom and a tour of how the raspberry pi can be used to teach the principles of sequence, selection and iteration through the medium of making digital music and controlling traffic lights KS3/4/5 Secondary Pedagogy ­ Dave White Looking at pedagogies to support the teaching of programming in secondary schools. We introduce computational thinking (CT) applied to programming, and how to move pupils through unplugged programming to block­based and/or text­based programming with peer and pair programming. Recently developed bespoke software for unplugged programming, and Workbooks/Worksheets for Teachers, are freely available for teachers. Secondary Changes to the AQA GCSE A level Examinations ­ Matt Walker AQA will be talking about their newly accredited GCSE Computer Science specification and how for existing AQA centres the transfer from old to new will take place. We’ll also highlight many of the common features between the boards new specifications to show how teachers will be able to transfer between awarding bodies GCSE Python and Files Sue Sentance Extend your Python programming skills by learning how to use text files and csv files to store and retrieve data. This session also covers using lists in Python. KS3/KS4 App Inventor ­ Trevor Bragg Introduction to App Inventor for developing Apps of Android mobiles and tablets. Resources for teaching and guidance for use in Controlled Assessment. Suitable for Years 6­11.Will tailor session to meet needs of audience. A level Python Advanced GUI ­ William Marsh Python is a popular language for elementary programming but it not so easy to write programs with a graphical user interface (GUI). This workshop will introduce GUI programming in Python, covering the concepts common to all GUI frameworks: events, widgets and attributes. We will look at the role of object­oriented programming in GUI development, and how it is minimised. We will explain that Python has a choice of GUI frameworks but will look mainly at tkinter, the simplest. The materials include a sequence of practical exercises: we will do some, leaving others for further study after the workshop. Knowledge of basic Python and is assumed. Session 3 KS1/KS2 Kodu in Primary ­ Iain Davis and Helena Cheung An introduction to Kodu, a session for beginners new to the Kodu environment, we will explore how to use Kodu to teach Computing as well as a range of other subjects. You will leave having created your own game and have a grounding in how to use this software in the classroom. KS1/KS2 Primary Pedagogy ­ Creative Computing ­ Yasemin Allsop Creative Computing­ A key ingredient for learning. As a teacher it is very important to have subject knowledge and be aware of the tools that can be used for teaching computing. But most importantly, knowing how to scaffold children’s learning so that they can progress. surely, this is only possible if they are motivated to learn. From visual coding to physical computing, in this session we will explore tools and approaches that will help us to teach computing in a fun, engaging way! All but mostly KS3 Apps for Good ­ Natalie Moore Find out how Apps for Good teachers are helping students gain the knowledge, skills and confidence to become innovators and entrepreneurs. The session will explain the Apps for Good scheme and how you might introduce it into your school. Learn how teachers are helping students develop the wider thinking and employability skills they will need after leaving school, and consider the benefits this offers not just to students, but also to teachers and the wider school community. KS3/KS4 Scratch 3 ­ Advanced (creating user defined procedures, handling input, 'arrays') ­ Neil Rickus Advanced Scratch ­ suitable for more able KS2 pupils and KS3, this session involves using some of the more advanced features within Scratch. During the hour, we’ll be making (and hopefully keeping alive!) a virtual pet, which will include the use of procedures, to allow the reuse of common instructions within our programs; lists, to store data such as a range of text; boolean operators (and, or, not) and everything in­between! KS3/KS4 Java Script ­ Naresh Proddaturi and Garfield Gordon JavaScript has seen a recent rise in popularity due to developments from technology firms such as Google and Facebook. This workshop will provide an introduction to JavaScript with a focus on delivery techniques and resources for use in the Controlled Assessment. Suitable for Years 6 – 11. KS3/KS4 Engduino ­ UCL ­ Rae Harbid The Engduino is, at heart, an Arduino board with a set of embedded, programmable sensors and 16 LEDs. It is an ideal platform for teaching and learning about Physical Computing. This is a hands on workshop suitable for those with no programming experience but plenty of natural curiosity. You will explore some of the possibilities, what will you create? A reaction game, a pedometer, a torch controlled by light levels, it's up to you. KS4/KS5 Teaching object­oriented programming with Greenfoot ­ Michal Kölling Greenfoot (www.greenfoot.org) is an educational IDE aimed at an age range of about 12 years old up to A­level. It can be programmed in Java or in Stride, a new language that is half­way between block­based and text­based programming languages. A such, it is ideal as a next system after using Scratch or other block programming environments. It is also suitable for complete beginners. This session will provide an introduction to teaching with Greenfoot. We will discuss how to start, present examples that you can use directly in your classroom, and talk about how to teach important concepts. You will learn how to use Greenfoot, and how to teach using Greenfoot. KS5 Big Data ­ Ben Houghton This session focuses on introducing Big Data and its applications. The presenter will define define big data and introduce the technologies used to exploit it, whilst giving a wealth of examples around how big data is used in industry and outside. The presentation will also explore other current data trends such as Machine Learning and NoSQL Session 4 KS2 and above Using Magic to teach computing ­ Paul Curzon When you learn to be a magician, it turns out you are learning the skills needed to be a great computer scientist too: computational thinking. Just like software, magic is a combination of algorithms and presentation. In this workshop we will demonstrate some simple to do but strong magic tricks. We teach the group how they are done so they can do the tricks themselves and then use the magic to illustrate the linked basics of computing. Overall we will show what computational thinking is all about and how both magicians and computer scientists rely on it. KS1/KS2 Computational Thinking in Primary/Barefoot ­ Bradley Dardis and Neill Melville Unplugged activities explaining computational thinking using a range of free resources including Barefoot. Demystifying algorithms, abstraction and decomposition. Looking at what these things look like already in your class. Simple straightforward activities you can do next day with your pupils. KS2 Networks and web searching ­ Phil Bagge Understanding how technology works is a key part of the new KS2 computing curriculum. Join Phil Bagge to discover how you can understand how networks and the Internet work and find exciting, memorable ways to share this information with your class. Become a piece of data travelling around your school network to discover how this complex structure works and interacts with users. No experience necessary just a sense of fun and exploration. KS3/KS4 LMC ­ Introduction ­ William Marsh Little Man Computer (LMC) is a popular and simple computer simulation used to introduce fundamental ideas of a how computers work at both GCSE and A level. This workshop will introduce LMC and include some practical exercises in programming one of the LMC implementations (several are available). Explaining how a computer ­ a machine that can do anything ­ can be created from a fixed sequence of steps is surely a fundamental challenge of our subject. We will also emphasise how understanding computers in detail, using a simulator such as LMC, can deepen understanding of other parts of the curriculum: what a variable is; the need for high­level languages and what a compiler does; the problems solved by an operating system. KS3/KS4 Construct 2 HTML 5 drag and drop gaming ­ Alex Bennett This session will introduce you to Construct 2, which is a visual drag­and­drop game creator for Windows. It is the perfect tool to engage students in a relevant, exciting and interactive way and great next step on from Scratch. KS3/KS4 ­ First and Second Steps with the Microbit ­ Eliot Williams First and second steps with the Microbit. This session will introduce the Microbit, look at some simple programming tasks with it and look at how to move on from these including interfacing it with other devices. KS4/KS5 Object­orientation: What is it and how do I teach it ­ Michal Kölling This session will discuss what the most important features of object­oriented programming are, and how they might be taught. This is not a basic programming course; we expect that you can program a little in some language already. We will talk about what is important in object orientation, and present two educational environments, Greenfoot and BlueJ, to illustrate the concepts. We cover both the technical aspects ("What is OO?") and pedagogical aspects (How can I teach it?).