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Coding & Making in Ed Tech


I attended the 2017 ISTE Conference in San Antonio where I had the privilege to explore the latest trends and movement in educational technology. New platforms for teaching computer science skills to new technologies, like virtual and augmented reality, are really taking off in education. But is that enough?

Virtual & Augmented Reality

Let me get these two technologies out of the way first. Virtual reality puts learners in another environment. When they put on VR goggles or use a smartphone with the popularly cost-efficient Google Cardboard, students are given access to new worlds and locations they might never get to explore in real life.

Virtual reality, I believe, is still in its infancy, both in the consumer and educational markets. Currently in education, I see virtual reality used to take students on virtual field trips. They can explore national monuments, tour the Louvre in Paris, or visit animals deep in the Pacific Ocean.

In addition to exploring our world, other planets, and imaginative places, learners can also analyze processes and practice procedures. Virtual reality is being used to practice scientific procedures and look more closely at the stages for a space shuttle launch.

Google Cardboard

While I believe virtual reality simulation use in education will continue to grow, users should be aware of VR limitations. For example, many, like myself, are prone to VR sickness. Similar to motion sickness, this limits my ability to use VR devices for a lengthy period of time. (I’ve discovered that 5 minutes is my threshold. Frequent breaks while using them are necessary.)

To combat VR sickness, I wonder if augmented reality is an option. I was surprised to not discover advancements in augmented reality at ISTE 2017. Given the popularity of Pokemon GO and other augmented reality games, I’m disappointed this technology isn’t being used more often in education. Augmented reality allows learners to examine 3D objects not physically available. My daughter and I once used augmented reality to take a 360-degree tour of the Curiosity Mars Rover.

My daughter examining the Curiosity Mars Rover with augmented reality app provided by NASA

Augmented reality could be used to help students make connections and better understand mechanical assemblies. I believe that this technology has a lot of potential in education and is my top ed tech area to watch. I hope it starts catching on like VR.

Making and Coding - Finally Joining Forces

Teachers have been using coding programs to help students develop computational thinking skills for a few years now. These might include the famous Hour of Code activities. But the ever-increasing gender gap in the technology industry continues to exist in education, and coding should be integrated in learning opportunities throughout the year.

Research suggests that physical computing projects engage creative students in learning computer science concepts. Learners who enjoy making things can learn code to bring their designs to life. Different from robotics, physical computing projects ask students to design and program wearable technology, art installations, and mechanical devices. Studies show strong student engagement in physical computing learning experiences, especially among females and minorities. Physical computing brings making and coding together and had a strong presence at ISTE 2017.

Physical computing projects at the ISTE 2017 micro:bit booth

Ever since the micro:bit microcontroller was given to every Year 7 student in the UK in 2015, I’ve wanted to use it as a learning tool with students in the U.S. Finally in June 2016 the Micro:bit Educational Foundation began plans to globally release the microcontroller and a new programming environment for the micro:bit. One week before ISTE 2017, the micro:bit officially launched in the U.S. and Canada.

Several technology companies stepped up to support the micro:bit launch in the U.S. Microsoft announced its MakeCode programming environment at ISTE 2017 and provided attendees with several workshops on physical computing and coding. The MakeCode site offers programming environments for several microcontrollers I recommend for educators looking to use physical computing in their computer science instruction. MakeCode currently includes block-based and text programming environments for the micro:bit, Adafruit’s Circuit Playground, SparkFun’s Inventor’s Kit, and Chibitronic’s Chibi Chip (more on that one in a bit).

Microsoft’s ISTE 2017 Making Sessions

SparkFun Education provided breakout boards, robot kits, and other extensions for the micro:bit. I’ve always been a huge fan of SparkFun’s online tutorials and educational content. Any educator looking to expand their use of micro:bit and physical computing projects as computer science learning tools should check out SparkFun’s products and resources.

I’ve done paper circuit workshops with elementary students in the past. I’m a huge fan of teaching with paper circuits. These projects allow learners to create a variety of creative and interactive art displays. Paper circuits are also a great way to teach electronics due to its ‘flat’ nature. The circuits are developed on a 2D surface, much like a PCB or circuit design program would create. This 2D nature helps students understand the electrical components and their connections to each other.

Pushing that pedagogical side note… well… aside, I’ve always wanted to bring coding to paper circuits and create paper physical computing projects. This has proven somewhat difficult with current microcontrollers. While it can be done fairly easily with the micro:bit, I was excited to see the release of Chibitronic’s Chibi Chip. This microcontroller clips onto flat surfaces, like paper, in a binder clip fashion. Copper tape, conductive paint, or other conductive materials can directly attach to the pins on the Chibi Chip while the microcontroller is physically attached to the paper. The Chibi Chip is programmed using the Microsoft MakeCode programming environment.

Chibitronic’s Chibi Chip, programmed with MakeCode
on a smartphone, lights LEDs in a paper circuit

ScratchX for Physical Computing

While Scratch 3.0 is set to release in 2018 and new teacher tools are being added to Scratch, a lesser-known version of Scratch caught my attention. ScratchX (for eXperimental) is bringing the power of Scratch programming to external devices, such as the micro:bit. ScratchX provides experimental extension plugins for microcontrollers, like the micro:bit, and external services, like Spotify.
A couple of extensions are already built into Scratch, like the SparkFun Picoboard that I used in my elementary STEM class. ScratchX, however, takes the use of extensions up a level. I tested out the micro:bit ScratchX extension during ISTE 2017. While it’s currently only available for Mac OS, I’m excited by the possibility of programming micro:bits through the Scratch environment, a platform quickly becoming familiar to many young coders. Now to test out the Arduino ScratchX extension…

ISTE Standards for Students and Teacher Misconceptions

ISTE (International Society for Technology in Education) recently revised their Standards for Students and Standards for Teachers. Both are now available on their website along with supplemental resources. A video highlighting the seven Standards for Students, created with Flocabulary, was revealed during the conference.


Compared to ISTE’s previous Standards for Students, I believe this revision really pulls out seven crucial areas of computational learning. Whereas the previous standards focused on digital citizenship and the ability to use creation tools, the new standards pull computer science and making closer to the forefront of educational technology. This is where educational technology is headed.

At the same time, I still heard common ed tech and computer science misconceptions in conversations with educators at ISTE 2017. In response to these statements, I tweeted a few rebuttals.




The ISTE Standards for Teachers address some of these misconceptions. We also have to remember though that educational technology should always be selected to meet the needs of learners and learning objectives - never the reverse. Educators need to expect this from ed tech companies and ask them to get feedback from teachers and students to best meet those needs. I had a blast at the 2017 ISTE Conference - playing with littleBits, programming a snake game on a Raspberry Pi, and driving a micro:bit bot around the Expo Hall. At the end of it all though, I’m so excited to see coding and making finally coming together in education.


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