Kinder

 
 

Kinder Workshop

Teaching coding is no easy feat, and you’ve done an exceptional job at it this school year! This workshop is designed to help you continue building your confidence with the 9 Dots curriculum during the second half of the year. We’ll begin by reviewing key coding concepts in your grade level’s curriculum, followed by dedicated planning time to ensure you are well-prepared to lead your upcoming coding lessons. Finally, we’ll provide a sneak peek of what’s to come in Module 4 at the end of the year. As you go through this workshop, use our Graphic Organizer to take notes along the way.


Quick Navigation

Review Coding Concepts

Module A introduces students to the world of coding in an online coding environment we call PixelBots. In Modules A1 and A2, students learn about the different parts of a computer and the fundamental concept of sequencing, or writing code in a specific order to give a computer directions. In Modules A3 and A4, students continue to write longer sequences of code while being introduced to two new kinds of coding challenges: reading and debugging. Let’s explore the three types of challenges below:

1) Writing Challenges

In PixelBots writing challenges, students write code using code blocks to match their grid with the goal grid displayed in the upper left-hand corner.

For a deeper look into sequencing and writing code, watch the video below:

Try solving a Writing Challenge below!

2) Reading Challenges

Reading challenges show students how computers interpret code. In a reading challenge, you’ll find a sequence of code that is presented on the right-hand side of the screen. Your task is to read each block and then replicate its action by pressing the corresponding button located in the control panel on the left-hand side, just below the PixelBot grid.

For a deeper look into reading code, watch the video below!

Try solving a reading challenge below!

3) Debugging Challenges

Debugging challenges teach students how to find and fix errors in code that is already written. In these kinds of challenges, students are presented with pre-written, error-filled code, and they must find and fix those errors, or bugs1. You can only make as many changes as the change limit allows for each respective challenge. If you make too many changes, click ‘Reset’ and try again!

For a deeper look into debugging code, watch the video below:

Try solving a Debugging Challenge below!

💡 Which challenge type(s) could be the trickiest for your students? Write down ways you can support them, or list questions you have for your Coding Coordinator on your handout.


Prepare for Your Next Lesson

Level 1 teachers: Select your next lesson. Then, use the pacing guide below to see which section(s) you will lead or if you will be leading the full lesson. If your next lesson is Lesson 1, use Lesson 2 instead.

Level 2 teachers: Select the next full lesson you will lead according to the pacing guide. 

Prepare for your lesson

Use the Graphic Organizer to guide you through your preparation. You’ll review the following resources on the platform:

  1. Review the lesson plan to familiarize yourself with the content
  2. Review the slideshow to see how the content will be delivered
  3. Preview the challenge playlist and attempt to solve the first challenge


Create your action plan!

After preparing for the chosen lesson above, create an action plan for that lesson on your Graphic Organizer. You’ll then do the same for two other upcoming lessons according to your pacing guide. Be prepared to share with the group what lessons you'll be leading and when. This will also be shared with your Coding Coordinator to ensure they support you.

  1. Schedule your next lessons

    • Level 1 teachers: Select estimated dates for your chosen lesson above and lessons 9 & 10.  

    • Level 2 teachers: Select estimated dates for your next 3 lessons, including the lesson you prepared above. (As a reminder, your goal is to lead lessons bi-weekly. For example, if you have recently taught lesson 2, you should plan to lead lessons 4 and 6.)

  2. Set one CS teaching goal for each lesson 

    • Consider the following questions when setting your goals: 

      • What coding concept(s) do I want to feel more confident with by the end of the lesson? 

      • How can I support my students through any anticipated challenges? 

      • Is there a teaching strategy I want to try during this lesson? 


Preview Module 4: Bug Squashers

With any remaining time you have, take a sneak peek at what your students are building up to! 

The Kinder curriculum includes a 4th module, Module A4, which has students continue their study of debugging. It begins with a lesson that introduces arguments, numbers or colors that change what code does,through writing challenges. Then, they learn how to debug code by changing number arguments. The lessons following cover different debugging strategies such as removing code and adding code to resolve a bug. This module includes two review lessons and a culminating Level Up Challenge, which we encourage students to complete independently.

You can take a deeper look at this module by reviewing the Scope and Sequence here, or via the 9 Dots platform.


Survey

Thank you for attending our Semester II PD! We take teacher feedback seriously, please take our survey here.


Access Resources

Looking for more coding practice?

For more practice please log onto the 9 Dots platform and try our Teacher Certification Modules. These modules will prepare you to lead and learn alongside your students.

Find additional resources at https://www.9dots.org/teacher-guide


Footnotes

[1] A bug is an error that prevents our code from behaving the way we want or expect it to. Why are these errors called bugs? You can click here to read about the first computer bug!

Francisco Montenegro