Digital Fluency - Let's Get Coding Cover

Digital Fluency - Let's Get Coding

Connect, collaborate and create with coding across the curriculum

Digital Fluency - Let's Get Coding takes you through the use of coding to present and share learning or to power a device that shows learning in the context of curriculum areas such as literacy, maths, social sciences and science. It is packed with inventive ideas to help you design your own coding activities, along with sample lesson plans using coding apps to suit all levels across the whole curriculum. You'll also find out how some schools have integrated coding into their classrooms or makerspace areas - and how surprisingly easy it is to do. With guidance from coding cards specifically designed for classroom use, students will be engaged and motivated as they learn coding in an authentic learning context.

Ages: 5-12 | Pages: 56 | Code: 51094 | ISBN: 9781776555864
Series: Digital Fluency

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Angie Simmons

Angie Simmons is interested in current best-practice learning approaches that encompass thinking skills, collaboration and problem solving. As an experienced educator, she has worked broadly across the educational sector of New Zealand. She worked as a primary school teacher for many years and as a university lecturer, when she was head of an educational technologies programme and taught prospective teachers. In another significant educational role, she was a digital technologies professional development facilitator working with schools across the Auckland area to integrate future-focused learning within the curriculum.


Learning to be a creator in the digital world4
Why include coding in the classroom curriculum?5
Where to start?6
Planning ideas7
Computational thinking – the foundation of coding8
What is computational thinking?8
Connecting across the curriculum10
Coding in the curriculum10
A shared coding language13
Coding apps for the classroom14
Starting out14
Education-friendly apps14
Robotics – coding to instruct22
Starting out22
Education-friendly tools22
Ideas and resources to support robotics learning25
Makerspaces – a context for coding and computational thinking26
Ideas and resources to support makerspaces learning28
STEAM learning30
Ideas and resources to support STEAM learning31
Case studies of coding in schools33
Starting out with ScratchJr coding33
Extension coding group34
Using with brand-new coders36
A STEAM HQ room37
Coding without computers39
Teaching about algorithms39
Problem-solving activities39
Hands-on lesson ideas40
Coding lesson ideas48
Additional web resources51
Support for learning with coding51
Computational thinking and game-based coding52
Coding resources for teachers52
Other books in the Digital Fluency series54
Index of coding tools and concepts55