27 Ocak 2022 Perşembe
Şablon Ders Planı:
STE(A)M ENTEGRE DERS PLANI
Başlık
Tiny Hands eTwinning Project
Eylem Bİlgin
Dijital öğrenmenin gelişim gösterdiği günümüzde kodlama önem kazanmaktadır. Web2 araçları ile öğrencilerin tasarım becerilerini geliştirirken gündelik hayattan sorunları ve çözüm yollarını bulmaları için onlara rehberlik edilmelidir. Kodlamanın günlük hayat ile ilişkisi eğlenceli olarak anlatılırken yaparak yaşayarak öğrenme yoluyla öğrencilerin el becerileri geliştirilir. Aynı zamanda kodlama ile ilgili temel seviye becerileri kazandırılır.
Attribution
CC BY. This license lets
others distribute, remix, tweak, and build upon your work, even
commercially, if they credit you for the original creation. This is
the most accommodating of licenses offered. Recommended for maximum
dissemination and use of licensed materials.
Please list in detail the subjects taught in this lesson and briefly explain why specific subjects and teachers were chosen, including the link of the non-STEM subjects and their use in improving the lesson.
*FEN BİLİMLERİ (FİZİK, KİMYA, BİYOLOJİ, VB.) DERSLERİ KAZANIMLARI
1.Kaynakların kullanımında tasarruflu davranmaya istekli olur.
2.Yaşam için gerekli olan kaynakların ve geri dönüşümün önemini fark eder.
SOSYAL BİLGİLER
1. Çevresİndekİ ihtiyaçlardan yola çıkarak kendine özgü ürünler tasarlamaya yönelik fikirler geliştirir.
*MATEMATİK:
1. Belirli olayları ve durumları referans alarak değerlendirmelerde bulunur.
2. Veri toplar ve değerlendirir.
3.Alan ölçülerini tahmin eder ve ölçer.
4.Verilen şeklin doğruya göre simetriğini çizer.
*TEKNOLOJİ (BİLGİ VE İLETİŞİM TEKNOLOJİLERİ, VB.) DERSLERİ KAZANIMLARI
1.Teknolojik ürünleri kendisine, başkalarına ve doğaya zarar vermeyecek şekilde kullanır.
2.Gelişen teknolojiler ile ilgili bilgilerini kullanır.
3.Kısa ve basit dijital metinlerdeki mesajı kavrar.
4.Konuşma stratejilerini uygular.
*MÜHENDİSLİK (MESLEKİ ve TEKNİK, VB.) DERSLERİ KAZANIMLARI
GÖRSEL SANATLAR
1.Farklı materyallari kullanarak üç boyutlu çalışmalar yapar.
2. İki boyutlu yüzey üzerinde derinlik etkisi oluşturur.
3.İki boyutlu yüzey üzerinde biçimleri düzenler.
MÜZİK
1. Farklı ritmik yapıdaki ezgileri seslendirir.
2. Farklı ritmik yapıdaki ezgilere uygıun hareket eder.
TÜRKÇE:
1.Hazırlıklı konuşmalar yapar.
2.Çerçevesi belirli bir konu hakkında konuşur.
Gündelik hayatta yaptığımız bir çok iş içinde kodlama vardır. Gündelik hayat sorunu öğrenci tarafından bulunacak ve atık malzemelerden ürün tasarım ve değerlendirmesi yapılacak.
Knowledge application (students are expected to demonstrate sound understanding of how the selected subjects are used and linked between them).
Öğrencilerin derste öğrendiği temel disiplinleri (Fen, Teknoloji, Mühendislik ve Matematik) kullanarak günlük hayat problemlerine çözüm bulmalarına yardımcı olmak.
Öğrencilerin yeteneklerini ortaya çıkarmak.
Öğrencileri STEM alanlarındaki bilgileri kullanarak araştırmaya ve üretim yapmaya yöneltmek ve problem çözme becerisi kazandırmak.
MATEMATİK: Analist, Veri Yöneticisi
TEKNOLOJİ: Bilgisayar Mühendisi, Bilgi Okuryazarlığı, El Sanatları
MÜHENDİSLİK: Teknoloji Eğitmeni, Yazılım Mühendisi
İlkokul 4. Sınıf (9-10 Yaş)
Hazırlık Süresi: 50 minutes
Öğrenim Süresi: 2 Ay
• Hazırlık Etkinlikleri:
Karışık Öğrenci Ekibi Toplantıları: 40 dakika
Konuk Toplantıları: Seda Kılıç(Çini), Esra Bora (Kodlama), Aylin Aydın Sel (Seramik ve Cam ) 40+40+40 dakika
• STEM Ders 1 7(1.1) I Code With Patterns: Desen 7(1.2)Answergarden: Gündelik hayatta kodlama 40+40 dakika
• STEM Ders 2 7 (2.1) I Code With Symmetry: Simetri 7(2.2) Canva: Gündelik hayatta kodlama görseli 40+40 dakika
• STEM Ders 3 7(3.1) Coding with Crafts: Kodlama içeren el sanatları 7(3.2)ChatterPix: Ürün tanıtımı 40+40 dakika
• STEM Ders 4 7(4.1) Robot Dance: Yönergelere uyarak robot dansı yapma 7(4.2) WordArt: Kelime Bulutu görselleri oluşturma 40+40 dakika
• STEM Ders 5 7 (5.1) Roby Tiny: Atık malzemelerle robot yapımı 7(5.2)JigsawPlanet: Kendi robot oyununu yapma 7(5.3) Game with My Robot: Kodlama oyunları 40+40+40 dakika
• STEM Derst 6 7.6 I'm coding:Strach-Strach Kids 40 dakika
• STEM Ders 7 7.7. Padlet: Öğrenci Ürün tanıtımı veya sunumu40+40 minutes
Öğretim kaynakları (materyal ve çevrimiçi araçlar)
Malzemeler: Atık malzemeler, kodlama kağıtları, simetri kağrıtları, etamin, halı- kilim örme, ipler.
Çevrimiçi araçlar: Bilgisayar ve kamera.
Web2 Araçları: Ansvergarden, Canva, ChattrePix, WordArt, JigsawPlanet, Strach,Strach Kids ve Padlet.
21.yüzyıl becerileri
How the lesson plan corresponds to 21st century skills. To find out more: http://www.p21.org/our-work/p21-framework
Öğrencilerde verimlilik, sorumluluk alma, işbirliği yapma, sabır, bilgiye ulaşma, bilgiyi gözlemleme ve ayırma, bilgi aktarma, merak, hayal gücü becerilerini geliştirmek.
Subject 7
|
7.7. Padlet: Öğrenci Ürün tanıtımı veya sunumu Öğrenciler malzeme konusunda serbest bırakılır. Ürünleri öğrenciler Padlet web2 aracı ile tanıtır. Daha sonra öğrenciler kendi ürününü ya da arkadaşının ürünü test eder. |
40+40 dakika |
Etkinlikler öncesi veli ve öğrenci anketleri uygulanır.
Veli ve öğrenci değerlendirme anketleri uygulanır.
Kodlamayı ve öğrenmeleri içselleştirmek için öğrenci ürünleri ile sergi yapılır.
Öğrenciler için etkinliklere katılım sertifikası düzenlenir.
EKLER
Eylem Bilgin
Template Lesson Plan:
STE(A)M INTEGRATED LESSON PLAN
Title
Tiny Hands eTwinning Project
Eylem Bİlgin
Author
Coding is gaining importance today, where digital learning is developing. While improving the design skills of students with Web2 tools, they should be guided to find daily life problems and solutions. While the relationship between coding and daily life is explained in an entertaining way, students' hand skills are developed through learning by doing. At the same time, basic level skills related to coding are gained.
Licence
Attribution
CC BY. This license lets
others distribute, remix, tweak, and build upon your work, even
commercially, if they credit you for the original creation. This is
the most accommodating of licenses offered. Recommended for maximum
dissemination and use of licensed materials.
Subject(s)
Please list in detail the subjects taught in this lesson and briefly explain why specific subjects and teachers were chosen, including the link of the non-STEM subjects and their use in improving the lesson.
* SCIENCES (PHYSICS, CHEMISTRY, BIOLOGY, ETC.) COURSES OUTCOMES
1. Will be willing to act sparingly in the use of resources.
2.Recognizes the importance of resources and recycling necessary for life.
SOCIAL STUDIES
1. Develops ideas for designing unique products based on the needs around him.
*MATH:
1. Makes evaluations based on specific events and situations.
2. Collects and evaluates data.
3. Estimates and measures area measurements.
4. Draws the given shape symmetrically according to the line.
*TECHNOLOGY (INFORMATION AND COMMUNICATION TECHNOLOGIES, ETC.) COURSE OUTCOMES
1.Uses technological products in a way that does not harm himself, others and nature.
2.Uses the knowledge about the developing technologies.
3. Comprehends the message in short and simple digital texts.
4.Applies speaking strategies.
*ENGINEERING (VOCATIONAL and TECHNICAL, ETC.) COURSES OUTCOMES
VISUAL ARTS
1.Makes three-dimensional studies using different materials.
2. It creates a depth effect on a two-dimensional surface.
3. Arranges the forms on the two-dimensional surface.
MUSIC
1. Sings different rhythmic melodies.
2. He moves in accordance with different rhythmic melodies.
TURKISH:
1. Makes prepared speeches.
Frame 2 talks about a specific topic.
Real Life Questions
There is coding in many of the things we do in our daily life. The problem of daily life will be found by the student and product design and evaluation will be made from waste materials.
Course objectives
Knowledge application (students are expected to demonstrate sound understanding of how the selected subjects are used and linked between them).
To help students find solutions to their daily life problems by using the basic disciplines (Science, Technology, Engineering and Mathematics) learned in the course.
To reveal the talents of the students.
To direct students to research and production by using the knowledge in STEM fields and to gain problem solving skills.
Link to STEM careers
MATHEMATICS: Analyst, Data Manager
TECHNOLOGY: Computer Engineer, Information Literacy, Handicrafts
ENGINEERING: Technology Instructor, Software Engineer
Age of students
Primary School 4th Grade (9-10 Years)
Time
Preparation Time: 50 minutes
Study Period: 2 Months
• Preparation Activities:
Mixed Student Team Meetings: 40 minutes
Guest Meetings: Seda Kılıç (Tile), Esra Bora (Coding), Aylin Aydın Sel (Ceramics and Glass) 40+40+40 minutes
• STEM Lesson 1 7(1.1) I Code With Patterns: Pattern 7(1.2)Answergarden: Coding in everyday life 40+40 minutes
• STEM Lesson 2 7 (2.1) I Code With Symmetry: Symmetry 7(2.2) Canva: Coding image in everyday life 40+40 minutes
• STEM Lesson 3 7(3.1) Coding with Crafts: Crafts involving coding 7(3.2)ChatterPix: Product introduction 40+40 minutes
• STEM Lesson 4 7(4.1) Robot Dance: Performing robot dance following directions 7(4.2) WordArt: Creating Word Cloud visuals 40+40 minutes
• STEM Lesson 5 7 (5.1) Roby Tiny: Making robots from waste materials 7(5.2)JigsawPlanet: Making your own robot game 7(5.3) Game with My Robot: Coding games 40+40+40 minutes
• STEM Lesson 6 7.6 I'm coding:Strach-Strach Kids 40 minutes
• STEM Lesson 7 7.7. Padlet: Student Product introduction or presentation40+40 minutes
Teaching resources (material and online tools)
Materials: Waste materials, coding papers, symmetry papers, etamine, carpet-rug knitting, threads.
Online tools: Computer and camera.
Web2 Tools: Ansvergarden, Canva, ChattrePix, WordArt, JigsawPlanet, Strach, Strach Kids and Padlet.
21st century skills
How the lesson plan corresponds to 21st century skills. To find out more: http://www.p21.org/our-work/p21-framework
To develop the skills of efficiency, responsibility, cooperation, patience, reaching information, observing and separating information, transferring information, curiosity, imagination in students.
Lesson Plan
Event Name |
Prosedür |
Time |
|
||
Preparation Activity-1 |
Guest Meetings: Seda Kılıç (Tile), Esra Bora (Coding), Aylin Aydın Sel (Ceramics and Glass) A meeting is held with three different guests and basic level information is given about both handicrafts and coding. Students' attention is drawn to the subject. |
40+40+40 minutes |
|
||
Preparation Activity-2 |
Mixed Student Team Meetings: The class is divided into groups of web2 tools. Students learn and apply the web2 tool in their group. In their work with their classmates, the students in charge lead while their web2 tool is implemented. The teacher guides. |
40 minutes |
|
||
STEM Subject 1
|
7(1.1) I Code With Patterns: Pattern 7(1.2)Answergarden: Coding in everyday life Pattern studies are done with the students and the coding relationship with the patterns on the checkered paper is discussed. Students write their thoughts on the Answergarden link.
|
40+40 minutes |
|
||
STEM Subject 2 |
7 (2.1) I Code With Symmetry: Symmetry 7(2.2) Canva: Coding image in everyday life Symmetry activities are done with students. Symmetry activity is done with cubes in accordance with the given codes. Product design is made with the Canva web2 tool, which is suitable for symmetry and coding in daily life.
|
40+40 minutes |
STEM Subject 3
|
7(3.1) Coding with Crafts: Crafts with coding 7(3.2)ChatterPix: Product introduction Crafts involving coding are made. Students promote their products with the ChatterPix tool.
|
40+40 minutes |
|
||
STEM Subject 4
|
7(4.1) Robot Dance: Performing a robot dance following directions 7(4.2) WordArt: Creating Word Cloud visuals Dancing activity is done in accordance with the instructions. Coding in dances is discussed. Word cloud work is done with WordArt. |
40+40 minutes |
|
||
STEM Subject 5
|
7 (5.1) Roby Tiny: Build robots from waste materials 7(5.2)JigsawPlanet: Build your own robot game 7(5.3) Game with My Robot: Coding games Robot designs are made with waste materials. Students design their own game with Jigsaw Planet. Coding games are played in the classroom. |
40+40+40 minutes |
|
||
STEM Subject |
7.6 I'm coding:Strach-Strach Kids Students are directed to Strach or Strach Kids. |
40 minutes |
Subject 7
|
7.7. Padlet: Student Product introduction or presentation Students are freed about the material. Students introduce the products with the Padlet web2 tool. Next, students test their own product or a friend's product. |
40+40 minutes |
Initial Evaluation
Before the events, parent and student surveys are applied.
Final Evaluation
Parent and student evaluation questionnaires are applied.
Student Feedback
An exhibition is held with student products to internalize coding and learning.
Teacher Feedback
A certificate of participation is issued for students.
ATTACHMENTS