Coding in the Classroom - Getting Started

Information Technology positions are the current trend and there are not enough qualified applicants to fill current and future positions. Our schools are not preparing their students to fill these in-demand positions. Schools can start by introducing the Maker philosophy and promote tinkering and coding.

Coding is an essential skill. It can be taught starting in kindergarten to lay the foundation for students interested in science, technology, art, engineering and math. It is also imperative that girls are more involved and encouraged to choose future career paths in scientific and technological areas.

Steps:

Begin by watching the video from Common Sense Media on "Three Great Ways to Get Students Coding".

2. View and read the "5 Reasons to Teach Kids to Code" from Kodable

 

5 Reasons to Teach Kids to Code

3. To conclude read The 9 Tips for Teaching Coding. It has great advice that is a must-read. Some highlights to take away are:

  • Do Your Research
  • Your students can handle it
  • You don't need a 1:1 classroom
  • Don't be the Lone Ranger
  • Learning to code should be fun and engaging
  • Don't just talk, do it
  • Once you take the training wheels off, leave them off
  • Remember, kids, learn at different rates
  • Don't position yourself as an expert

You have just learned about the importance of coding and how it can make a difference in your classroom. It is now time to learn about the different coding platforms that are available to you and your students. 

Move on to Coding Platforms

Addressing the ISTE Standards For Educators


Leader
2c. Model for colleagues the identification, exploration, 
evaluation, curation and adoption of new digital resources and tools for learning.

Citizen
3b. Establish a learning culture that promotes curiosity and 
critical examination of online resources and fosters digital literacy and media fluency.
3c. Mentor students in safe, legal and ethical practices with digital tools and the protection of intellectual rights and property.

Designer
5a. Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
5b. Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active deep learning.
5c. Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.

Facilitator
6a. Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
6b. Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on maker spaces or in the field.
6c. Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
6d. Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.