A. Instruction - 8
B. Design - 9.5
C. Engagement - 7.7
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Summary : Learn to Code with Swift: An App for Coding iOS Apps!
Learn to Code with Swift provides users with lesson-based units for learning to code an iOS app. After downloading and launching the app, the dashboard will load, and users are supposed to complete each unit that is comprised of separate lessons – starting with “The Basics” unit and advancing all the way through “Your First iOS App” unit – in order to create an app and earn a certificate. In addition, users will need to download Xcode from the Mac App Store, which can be accessed at https://developer.apple.com/xcode/downloads/.
Once users have the app downloaded on their device along with the Xcode on their Mac, as instructed in the first “The Basics” lesson, users will can fully engage the app. As they do, the lessons and units will present users information and they respond by answering questions, completing mini-coding projects, and practicing their coding using Xcode.
While progressing through the units and lessons, users can click the “Comments” option to read other users’ ideas, thoughts, and experiences with the topics in the lesson while having the opportunity to share their own voice and replying to other users’ comments. As users complete one lesson, it unlocks the next one.
If users wish to explore the other options within this app, they can click the “Three-Lined” button on the top left to access them. The “Code Playground” lets users share their code. Users can see the code by first selecting one of the codes to view, which will load the actual code. Users can then click the “Run” button to see the code in action.
The “Q&A” Discussion option allows users to pose questions and get responses to them. Users can also view questions posed by other users and respond to them (as well as read other users’ responses).
The “Leaderboard” option allows users to see their standings based on their progress in the app, as compared to other users.
The final options allow users to invite friends to use the app, rate the app, adjust settings, and sign out. At all times, users can click the “Home” button to return to the units and lessons.
Instructional Ideas for Learn to Code with Swift
- Teachers can reserve time daily or weekly for students to use this app. During that time, teachers can make sweeps and monitor student progress. If students need help, teachers can avail themselves to their students at this time.
- After students spent time coding using this app, they can share their experiences and ideas using a “Parking Lot” strategy. To do so, teachers can pass out sticky notes to their students and encourage them to write down questions and comments they have about their experience using this app. Students can then adhere their sticky notes to a board and their classmates can view them. At this point, their classmates can write responses to the questions and comments as support.
- To support student use of this app outside of the classroom (if access to technology exists), teachers can inform their students’ parents/guardians about this app. Next, they can let their parents/guardians know that students are asked to complete a certain number of lessons and units from this app and to talk with their students about their coding. The goal is to include students’ parents/guardians in their coding experience, so students are encouraged to continue!
- When students get stuck or have a question, teachers can direct them to the “Q&A Discussion” section of this app instead of answering their question. That way, as students advance, they will gain practice in using a resource to answer their own questions and “unstucking” themselves!
- As a friendly competition, teachers can challenge their students to see who can advance through the lessons and units in order to be the first student in their class to build their own app! As more and more students create their first app, teachers can have them share their apps to celebrate them. In addition, teachers can ask students to provide feedback about the challenges they had when creating their first apps, so the teachers can improve the process for future students!
|A2. 21st Century Skills|
|A3. Conn. to Future Learning|
|A4. Value of Errors|
|A5. Feedback to Teacher|
|A6. Level of Material|
|A7. Cooperative Learning|
|A8. Accom. of Individual Diff.|
|B1. Ability to Save Progress|
|B2. Platform Integration|
|B3. Screen Design|
|B4. Ease of Use|
|B6. Goal Orientation|
|B7. Information Presentation|
|B8. Media Integration|
|B9. Cultural Sensitivity|
|C1. Learner Control|