Kodable
Freemium! Kodable teaches users core coding concepts in a kid-friendly environment that uses fuzzy monsters and obstacle-course command games. Users learn the coding concepts of sequence, conditions, loops, and how to write specific directions for computers to execute. Once code directions are inputted as part of a game, the user’s fuzzy monster navigates an obstacle while collecting as many coins as possible. A freemium app, Kodable offers base content for free, and computer vocabulary/spelling/matching games, activities, and additional teacher curricula content for a small fee, or all content can be unlocked at by paying a slightly larger fee. Users can…
A. Instruction - 6.7
B. Design - 8.9
C. Engagement - 8.3
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Kodable: An App for Computer Programming
Summary : Cool kids code!
Kodable teaches users core coding concepts in a kid-friendly environment that uses fuzzy monsters and obstacle-course command games. Users learn the coding concepts of sequence, conditions, loops, and how to write specific directions for computers to execute. Once code directions are inputted as part of a game, the user’s fuzzy monster navigates an obstacle while collecting as many coins as possible. A freemium app, Kodable offers base content for free, and computer vocabulary/spelling/matching games, activities, and additional teacher curricula content for a small fee, or all content can be unlocked at by paying a slightly larger fee. Users can refer to tutorials at the beginning of units to review key lesson concepts and learning goals. By solving a simple math problem, users can switch from kid mode to adult mode, where teaching resources and app customization can be accessed.
Instructional Ideas
- Teachers can group students in pairs and instruct each group to design an obstacle course modeled after ones presented in Kodable, either on paper or with the use a note-taking app (such as Notability). Students can then be instructed to exchange their obstacle course with another pair of students and solve it by writing the commands on a separate piece of paper. After 5 minutes, the teacher will instruct pairs to return the obstacle course and their commands for how to complete it back to the original group for grading.
- A teacher can create a class competition using Kodable. To do so, students are paired and instructed to complete as many levels as possible in 10 minutes. The team with the highest score earns a prize (e.g., extra credit or a piece of candy). Teachers can add a twist to this competition by making it silent, meaning pairs can only communicate with one another using body language, gestures, and written notes.
- For advanced students, the teacher can place them in pairs and have them design obstacles that include two loops and two conditions (or a similar variation) using the Kodable app. Following, the teacher can display each pair’s obstacle for which their classmates are to solve. Lastly, students can be called on to share and test their solutions. Were there different correct solutions in the class? If so, the teacher can then lead a discussion on how programs can be written differently to achieve the same outcome.
- Teachers can instruct students to take a screen shot of the most challenging course they have created with at least one loop and one condition in the Kodable app. Students then share the screen shot with their teacher via email or a classroom website. After printing the shared obstacle courses, the teacher can instruct students to teach a family member, guardian, or friend how to solve the assigned course-coding directions from the Kodable app. It is suggested that students obtain the signature from the person they taught in order to receive credit for the assignment. Lastly, students complete a journal entry about the experience. Sample journal prompts include: Was it easy or challenging to teach coding?; What did you like or not like about this experience?; and, If you were going to do this assignment again, what would you do differently?
A1. Rigor
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A2. 21st Century Skills
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A3. Conn. to Future Learning
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A4. Value of Errors
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A5. Feedback to Teacher
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A6. Level of Material
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A7. Cooperative Learning
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A8. Accom. of Individual Diff.
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B1. Ability to Save Progress
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B2. Platform Integration
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B3. Screen Design
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B4. Ease of Use
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B5. Navigation
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B6. Goal Orientation
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B7. Information Presentation
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B8. Media Integration
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B9. Cultural Sensitivity
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C1. Learner Control
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C2. Interactivity
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C3. Pace
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C4. Flexibility
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C5. Interest
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C6. Aesthetics
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C7. Utility
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Screenshots