CT TrainingModule IPGM1MAC2017
CT TrainingModule IPGM1MAC2017
Training Module
for
Continuous Professional Development
2017
Organized by:
Conducted by:
Contents
Agenda .............................................................................................................................. vi
Welcome .......................................................................................................................... viii
Introduction ........................................................................................................ viii
Objectives .......................................................................................................... viii
Our Expectation of You ..................................................................................... viii
Questions for You.............................................................................................. viii
Confidentiality .................................................................................................... viii
MODULE 1: INTRODUCING COMPUTATIONAL THINKING.................................. 2
SECTION 1: WHAT IS COMPUTATIONAL THINKING (CT) ................................... 2
Overview ................................................................................................................ 2
Outcome ................................................................................................................ 2
What is CT? ........................................................................................................... 2
Four main concepts............................................................................................. 3
1. Decompose ................................................................................................................. 3
2. Pattern ......................................................................................................................... 3
3. Abstraction .................................................................................................................. 3
4. Algorithm ..................................................................................................................... 3
Other concepts ..................................................................................................... 4
Application ............................................................................................................ 5
Question for you ................................................................................................... 7
What is unplugged activity? ................................................................................ 7
Why use unplugged activities? ........................................................................... 7
Conclusion ............................................................................................................ 8
Further exploration ............................................................................................... 8
SECTION 2 : DECOMPOSE ............................................................................................ 9
Overview ................................................................................................................ 9
Outcome ................................................................................................................ 9
Decompose: Activity 1- Video ............................................................................. 9
Decompose: Unplugged Activity - Hand Jive................................................... 10
Discussion .......................................................................................................... 11
Conclusion .......................................................................................................... 11
SECTION 3: PATTERN ................................................................................................. 13
Overview .............................................................................................................. 13
Outcome .............................................................................................................. 13
Patterns: Activity 1- Video ................................................................................. 13
Patterns: Unplugged Activity 1- Elephants ...................................................... 13
Patterns – Unplugged Activity 2: Pattern Decoding ........................................ 15
Discussion: ......................................................................................................... 19
Conclusion .......................................................................................................... 19
SECTION 4 : ABSTRACTION ...................................................................................... 20
Overview .............................................................................................................. 20
Outcome .............................................................................................................. 20
Abstraction: Activity 1- Video ............................................................................ 20
Abstraction: Unplugged Activity 1- Making Sentences ................................... 20
Abstraction: Unplugged Activity 2 - Guessing Game...................................... 21
Discussion .......................................................................................................... 22
Conclusion .......................................................................................................... 22
SECTION 5 : EXPLORING ALGORITHMS ................................................................ 24
Overview .............................................................................................................. 24
Outcome .............................................................................................................. 24
Algorithm: Activity 1 - Video .............................................................................. 24
Algorithm: Unplugged Activity 1 - Monster Face ............................................. 25
Algorithm: Unplugged Activity 2 - Graph Paper Programming ...................... 28
Algorithm: Unplugged Activity 3 - Algorithms In Daily Life ............................ 30
Conclusion .......................................................................................................... 31
SUMMARY ....................................................................................................................... 32
Further Exploration ............................................................................................ 32
MODULE 2 : EXPLORING COMPUTATIONAL THINKING SKILLS USING
SCRATCH PROGRAMMING ......................................................................................... 34
Overview .............................................................................................................. 34
Outcome: ............................................................................................................. 34
SECTION 1: GETTING STARTED............................................................................... 34
About Scratch ..................................................................................................... 34
Activity 1. Showcase examples of Scratch Programming Projects ............... 35
Installation........................................................................................................... 36
SECTION 2: INTRODUCTION TO SCRATCH 2.0 ................................................... 37
Agenda
Welcome
Introduction
This course aims to help educators learn about Computational Thinking (CT), how computer
science materializes this thinking skills and how it can be integrated into a variety of subject
areas. It increases educators’ awareness of CT, allows educators to explore examples of CT
that can be integrated into their subject areas, experiment with examples of CT-integrated
activities for their subject areas, and create a plan to integrate CT into their own curricula.
It also emphasizes problem solving that utilizes participants’ prior knowledge in their subject
area together with computational thinking skills to help them understand the nature and scope of
problem. The training also equip educators with hands-on experience to ensure that the CT
skills can be effectively delivered and transferred to them.
Objectives
Participant is
willing to learn
flexible and adaptable
very organized
comfortable facilitating / guiding learning, rather than giving answers
comfortable using technology
able to think creatively, innovatively, likes to problem solve
comfortable to facilitate students who are tech-savvy
able to guide fast learning students to scaffold their peers
Confidentiality
Materials distributed for this training purpose are strictly private and confidential and should not
be copied, distributed, reproduced or shared in whole or in part, nor passed to any third party.
MODULE 1
2
Outcome
What is CT?
1. Decompose
Breaking down data, processes, or problems into smaller, manageable parts.
2. Pattern
Observing patterns, trends, and regularities in data.
3. Abstraction
Identifying and extracting relevant information to define main idea(s).
4. Algorithm
Creating an ordered series of instructions for solving similar problems or for doing a task.
Other concepts
Logical Reasoning
Enables pupils to make sense of things by analysing and checking facts through thinking
clearly and precisely.
Evaluation
The process of ensuring that a solution, whether an algorithm, system, or process, is a
good one: that it is fit for purpose.
Parallelization
Threading, pipelining, dividing data or task in such a way to be processed in parallel
solution.
Simultaneous processing of smaller tasks from a larger task to more efficiently reach a
common goal
Simulation
Developing a model to imitate real-world processes using algorithm, animation, parameter
sweeping.
Data Representation
Use data structures such as array, linked list, stack, queue, graph, hash table, etc
Data Analysis
Write a program to do basic statistical calculations on a set of data
Data Collection
Gathering Information
Automation
Having computers or machines do repetitive tasks
Application
Daily-life example:
Some examples are given here. Can you think of other examples?
CT Concepts Example
Patterns People look for patterns in stock prices to decide when to buy
and sell;
Abstraction English Find the main idea (thesis) of a short story or article to
help students understand the important information.
Parallelization General Define the common goal at the outset, and then have
your students work in groups. Assign different tasks to
each group to work toward the common goal.
Mathematic Skills
• ‘Unplugged’ refers to activities which don’t require the use of any electronic technology.
• The activities introduce students to Computational Thinking through concepts such as binary
numbers, algorithms and data compression, separated from the distractions and technical
details of having to use computers. Importantly, no programming is required to engage with
these ideas
• Activities may be paper based, use drama or other practical hands-on tasks to teach CS
• Activities often require pupils to take on the role of the computer - kinesthetic experiential
learning
• Computing curriculum aims to develop pupils’ computational thinking skills, this includes:
•
- Algorithmic thinking
• Sequencing tasks into steps
• Understanding the importance of the order of the steps
• Thinking through the outcome of algorithms
• Including repetition and selection within algorithms (Ks2)
Conclusion
The application of computer technology to virtually every field of study has changed the way
work is done today. While the human mind is by far the most powerful problem-solving tool we
have, the ability to extend the power of human thought with computers and other digital tools
has become an essential part of our everyday lives and work.
We all need to understand how, when, and where computers and other digital tools can help us
solve problems, and we all need to know how to communicate with others who can assist us
with computer-supported solutions.
Students already learn many elements of the set of computational thinking skills in a variety of
disciplines, but we need to ensure that all students have the opportunity to learn the complete
set of skills so their combined power is available to them.
Further exploration
SECTION 2: DECOMPOSE
Overview
In this module, we will explore the process of decomposition and develop participants’ own
processes for approaching a problem through decomposition. Sometimes the problem is so big
or complex that we don’t know where to start. Decomposition is when we break a problem down
into smaller manageable parts to make it easier to tackle. Decomposition is the ability to break
down a task into minute details so that we can clearly explain a process to another person or to
a computer, or even to just write notes for ourselves. As we decompose something we learn
more about it. If we decompose a problem it becomes more manageable as we can deal with
the parts separately and more easily. This approach has many advantages. It makes the
process a manageable and achievable one – large problems are daunting, but a set of smaller,
related tasks are much easier to take on. It also means that the task can be tackled by a team
working together, each bringing their own insights, experience and skills to the task.
A real-world analogy of decomposition might work something like this: When we taste an
unfamiliar dish and identify several ingredients based on the flavor, we are decomposing that
dish into its individual ingredients.
Decomposition is everywhere in primary practice. We are always asking pupils to find out more,
tell us more. If pupils undertake any kind of project or task, such as: putting on a school play,
organizing a cake sale, creating a news report, working out how to solve a non- routine
mathematics problem, making a sandwich or getting dressed for Physical Education, they will
need to break the task up into manageable tasks or parts. That is decomposition.
Outcome
https://www.youtube.com/watch?v=yQVTijX437c
Duration : 10 minutes
Credits to http://barefootcas.org.uk/wpcontent/uploads/2015/02/DecompositionDesignSheet.pdf
Duration : 50 minutes
Introduction
This is an unplugged activity in which participants are shown hand jive sequences of
movements. Participants break the sequence of actions down into parts and in so doing are
decomposing. Participants link this idea to breaking problems down when creating computer
programs such as animations or games.
Objectives
Participants will be able to break down(decompose) a sequence of moves into its parts
and in so doing are decomposing.
Participants solve problems by decomposing them into smaller parts
Procedure
1. Show participants the sequence of hand movements, hand jive, as given below (Act it
out). The sequence needs to be relatively complex or long so that participants will find it
difficult to remember the parts without it being broken down into parts.
HAND JIVE
2. Ask participants now to recreate the sequence without showing it to them again, or
explaining the parts.
3. Group participants in pairs. Give each pair the decomposition design sheet on which to
record their sequence.
4. Lead a discussion around how you could teach them it in a more effective way, leading
to the idea of breaking the sequence down into parts.
5. Explain that breaking something down into parts is called decomposition.
6. Model how to break the sequence into parts (decompose it). Model how to number
and/or name each part and draw an image of each part. (Perhaps model just breaking
down the first 2 or 3 parts.)
7. Give pairs time to work out their sequence of movements and record their
decomposition. Participants should work collaboratively discussing moves, recording
each part, testing it out and debugging it.
8. As participants are working: circulate around the pairs to ensure participants are
breaking down their sequence into parts.
9. Stop the whole class on a couple of occasions and ask selected pairs to demonstrate
their sequence so far.
10. Ask pairs of participants to swap their designs and try them out – to debug them.
11. Ask a selection of pairs to teach the class their finished sequence, using their
decomposition to help them. If possible show their design at the same time, per- haps
using a visualizer.
Discussion
1. What is decomposition?
2. Why is it useful?
3. How is it used when creating computer animations or games?
Conclusion
Decomposition is a fundamental skill when working with computers as it helps us break down
complicated problems, focus on one part at a time and share the work with others.
Lead a class discussion about how breaking down the sequence into parts helped their design
process and sharing of the sequence. Points for discussion might include, being able to see the
overall sequence of parts, being able to spot repetition, being able to focus on one part at a
time.
Ask pupils in pairs to think how computer programs are created by computer scientists, for
example if they were creating a new computer game, say one like Angry Birds. Some designers
might work on the first level of the game others on the next. Some programmers might work on
the backgrounds, some on the sound and others on the action.
D01
Date: Names:
SECTION 3: PATTERN
Overview
In this module, we will explore examples of patterns and develop participants’ own processes
for approaching a problem through pattern recognition.
From pattern recognition, we will then abstract the important information we want.
Outcome
Identify similarities and differences in situations and can use these to solve problems.
Recognizes that some problems share the same characteristics and use the same
algorithm to solve both.
Designs a solution to a problem that depends on solutions to smaller instances of the same
problem (recursion).
https://www.youtube.com/watch?v=SixLnIDV1yY
Duration : 10 minutes
Credits to:
http://barefootcas.org.uk/barefoot-primary-computing-resources/concepts/patterns/
Duration: 20 minutes
Introduction
Once we have decomposed a complex problem, it helps to examine the small problems for
similarities or “patterns”. These can help us to solve complex problems more efficiently. The
patterns are similarities or characteristics that some of the problems share. Pattern recognition
is one of the four cornerstones of Computer Science. Participants will recognize why patterns
are important while decomposing problems that can help us solve more complex problems more
efficiently.
Objectives
understand what patterns are and be able to examine small problems for similarities.
find similarities or patterns among small decomposed problems that can help
them solve more complex problems more efficiently
Materials
Procedure
1. Show power point presentation – Give each pair of participants a copy of the patterns
challenge sheet ask participants to look at the power point presentation and give them a
few minutes to discuss what is the same, what is different and what we can generally say
about the images of elephants.
2. Lead a class discussion about what is the same e.g. they all have big ears, a trunk etc.
Discuss what is different e.g. some have tusks, others do not. Agree on a general
‘statement’ about elephants e.g. all elephants have big leathery ears, a long wrinkled trunk,
are big and usually live somewhere hot.
Discussion
Ask a selection of participants to describe what patterns they found and what general
statements they thought of or jotted down. Lead a class discussion to discover if all participants
thought the same. Explain that in computer science we often look for patterns. This helps us find
general ways of looking at things. This helps us to reuse ideas. If we wrote a computer game
program with elephants in it, we could write codes to draw a basic body, and change the colour
and size of each elephant reusing the basic elephant body code.
Duration : 30 minutes
Overview:
With nothing but paper and markers, participants will learn how to recognize patterns.
Participants will have to write letter for others and they will then switch patterns with another and
write letter or number based on what that patterns indicates.
Objectives:
understand what patterns are and be able to examine small problems for similarities.
find similarities or patterns among small decomposed problems that can help
them solve more complex problems more efficiently
identify patterns to can make predictions, create rules and solve more general problems.
Materials:
Pattern Decoder Key (D02: M1.2b_Pattern-Act2-BinaryDecodeKey)
Pattern strips (D03: M1.2c_Pattern-Act2-BinaryStrips)
Plain paper
Grid paper
Markers, pens, or pencils
Procedure:
Activity Sheet:
Pattern Letter
Discussion:
1. Ask them to write their own codes or secret messages using the binary strips. Then
switch codes with others and decipher the codes using the binary decoder key.
2. Discuss the importance of recognizing patterns in teaching and learning.
Conclusion
Pattern Recognition is important because it is a need that appears in many practical problems.
Patterns are everywhere, for example, we use weather patterns to create weather forecasts;
children might notice patterns in how teachers react to their behaviour to work out how to
behave next time. By identifying patterns we can make predictions, create rules and solve more
general problems. In this module, participants spot patterns through unplugged activities to
decoding patterns to reveal treasure.
SECTION 4: ABSTRACTION
Overview
Abstraction is the process of taking away or removing characteristics from something in order to
reduce it to a set of essential characteristics. Once we have recognised patterns in our
problems, we use abstraction to gather the general characteristics and to filter out of the details
we do not need in order to solve our problem. Through the process of abstraction, we can hide
all but the relevant data about an object in order to reduce complexity and increase efficiency.
A real-world analogy of abstraction might work like this: You are meeting a new customer and
are deciding what to tell him so that he can recognize you in the restaurant. What information
would you tell the customer?
Outcome
https://www.youtube.com/watch?v=jV-7Hy-PF2Q
Duration : 10 minutes
Duration : 20 minutes
Introduction:
In this activity participants learn how to abstract words from sentences to make a general
sentence that can be used
Objective: to identify words that can be exchanged with a blank to form a general sentence
Procedure:
1. Identify words that can be abstracted from the sentences below to form a general
sentence.
The cow has 4 legs
The cat has 4 legs
The duck has 2 legs
Discussion
Credits to:http://csunplugged.org/wp-content/uploads/2014/12/unplugged-05-
information_theory.pdf
Duration: 60 minutes
Introduction
This is an unplugged activity in which the participant creates ‘decision tree’ for guessing what
their partner is thinking. In doing so they learn that they are ignoring unimportant details and are
only including that which is most important, and in so doing are abstracting.
Objectives
Procedure
1. Invite one participant to the front of the class to play a short ‘guess what’ game.
2. Ask the participant to select and remember a number from 0 to 7.
3. Start with a number, x for guessing (for example x=4)
4. Ask “Is the number more or equal to 4?”
5. Then, sketch a ‘decision tree’ as in Figure 1 for guessing a number from 0 to 7 as
follows:
Discussion
Conclusion
Abstraction allows us to create a general idea of what the problem is and how to solve it. The
process instructs us to remove all specific detail, and any patterns that will not help us solve our
problem. This helps us to form our idea of the problem. This idea is known as a ‘model’.
If we don’t abstract we may end up with the wrong solution to the problem we are trying to
solve. Abstraction makes problems simpler and clearer to be solved. The skill in abstraction is in
choosing the right detail to hide without losing anything that is important.
Computer program that plays chess is an abstraction. It is a finite and precise set of rules
carried out each time that it is the computer’s turn. It is far removed from the analogue,
emotional, biased and distracted mental processes undertaken by a human player of chess. It is
an abstraction because the unnecessary detail of those processes is removed.
The benefits of using abstraction are not unique to computer science; they occur in many
disciplines and across disciplines. For example:
Biology is an abstraction of chemistry: The purpose of biology is to understand the growth and
behaviour of living things without resorting to molecular explanations for every aspect.
And the list can go on and on.
Overview
Outcome
https://www.youtube.com/watch?list=PLDMP_rFBErMNgVRpiMMBfvwc2toZdg4sj&v=C
GPjraqX_ac
Duration : 10 minutes.
Duration: 60 minutes
Introduction
Let’s go through this short unplugged activity. You will understand what algorithms are, how to
write an algorithm and how to improve it. With nothing but paper and markers, participants will
learn how to write simple algorithms. Participants will have to create directions for others to
draw a specific monster then they will switch algorithms with another and draw the monster
based on what that algorithm indicates. Is the drawing what the original intended?
Objectives
Materials
Monster Catalogue
Blank pieces of paper
Markers, pens, or pencils
Procedure
1. Explain the lesson is going to be about instructions and that they are going to have to
follow some instructions to draw something.
2. Explain to participants you have thought of a monster face and you would like to share it
with them.
3. Say you have already created an algorithm to help them draw it.
4. Say you are going to use the algorithm now. Don’t give them extra detail.
5. Show them your algorithm.
6. Ask participants to show you what they have drawn so that you can model saying if it is
or is not what you expected. e.g. “Oh I didn’t expect that they are all different. I wanted
the legs all around and tiny eyes.
7. Ask them how you could change your algorithm so that it is what you wanted.
10. Explain that an algorithm is a list of instructions or a set of rules to make something
happen or work something out.
11. Ask them to write their own algorithms to draw a monster face. Then switch algorithms
with others. (use D04 for this purpose)
12. Ask them whether the others can draw a monster face exactly with her/his algorithm.
D04
1st attempt: My friend followed my first set 2nd attempt: My other friend followed my
of algorithms and drew improved algorithms and drew
Discussion:
Discuss what they can learn from this activity?
Duration: 40 minutes
Introduction
By "programming" one another to draw pictures, participants will begin to understand what
programming is really about. The class will begin by having participants instruct each other to
colour squares in on grid paper in an effort to reproduce an existing picture.
Objectives
Materials
1. Grid paper
2. Pens/pencils
Procedure:
1. In pairs, we are going to guide each other toward making drawings, without letting the
other people in our group see the original image.
2. For this exercise, each participant will need sheets of 4x4 grid paper. Starting at the
upper left-hand corner, we’ll guide participants with simple instructions.
3. The arrow symbols are the “program” code and the words are the “algorithm” piece.
Here’s how we would write an algorithm and program to colour the blank grid so that it looks
like the image below:
4. Try this out then discuss together. See if you can execute the program below.
The program:
5. Now write your own program and try it out with your partner.
6. Discuss together.
Grid paper:
Discussion:
Duration : 10 minutes
Solve a problem
In shortest time
Conclusion
A good algorithm should be precise, effective and shortest possible among all solutions. A
learner who has the algorithmic thinking has the ability to think in terms of sequences and rules
as a way of solving problems or understanding situations. It is a core skill that best develops
when learners write their own computer programs. Once the algorithm is understood, it doesn’t
have to be worked out from scratch for every new problem.
SUMMARY
In summary, computational thinking (CT) is a way of viewing problems and opportunities using
computer science techniques that provide a perspective to understand the underlying algorithms
and computations involved. The term computational thinking was first used by Seymour
Papert in 1996 and made popular by Jeannette Wing in 2006.
Further Exploration
Watch and discuss the video entitled Computational Thinking
M1.5_ComputationalThinking- Video OR https://youtu.be/x_1Y64zZzxo
MODULE 2
Overview
In this section, we will explore the application of computational thinking concepts using Scratch
Programming
Outcome:
After completing this module, participants will be able to:
Understand what an algorithm is and are able to express simple linear algorithms
symbolically by using Scratch programming.
Scratch is a project of the Lifelong Kindergarten Group at the MIT Media Lab. It is provided free
of charge. Scratch is one of the good tools that allows learners to program interactive media. It
is a drag-and-drop programming environment that enables young learners to create their own
interactive stories, games, and simulations.
Source: https://scratch.mit.edu/
About Scratch
With Scratch, you can program your own interactive stories, games, and animations — and
share your creations with others in the online community.
Scratch helps young people learn to think creatively, reason systematically, and work
collaboratively — essential skills for life in the 21st century.
“The ability to code computer programs is an important part of literacy in today’s society. When
people learn to code in Scratch, they learn important strategies for solving problems, designing
projects, and communicating ideas.” Mitchel Resnick: The Designer, LEGO Papert Professor of
Learning Research Associate Academic Head, Program in Media Arts and Sciences.
Here we use this programming tool to explore more on algorithms reason being is that it allows
us to test our algorithms on the spot. Not only that, we can also debug, reuse, remix, and
modularize our program and check the result immediately.
Duration: 60 minutes
Demo 1
Note:
The instructor shall play the project and show the codes in the script area. Explain how CT
concepts had been applied in the project.
What is abstracted:
when ______ key pressed
point in direction _______
Move ________ steps
If on edge, bounce
Installation
Scratch 2.0 Offline Editor
Adobe Air
Note: At this point, instructor asks participants to install Scratch 2.0 and Adobe Air in their
respective laptops/ computers.
A. Stage
B. Sprite:
C. Block Palette
i. The Scripts Tab consists of 10 different categories of script block, each category is
a group of script blocks that can create codes in Scratch.
Let’s click every category to see the available blocks. The following shows some
examples of blocks with different shapes and sizes.
Hands-on session
3. The Sprite does not move when the block is put into the Script Area. How to make it start
moving?
6. Besides manually pressing the blocks to run the program, is there other ways to run the
program?
You can record new sounds and import sound files. Scratch can read MP3 files and
uncompressed WAV, AIF, and AU files (encoded with 8-bits or 6-bits per sample, but not
4-bits per sample).
Stack 1 Stack 2
Stack 1 Stack 2
Costumes
Overview
We will develop a Maze game project with Pico and Cat as the main characters. This step-
by-step tutorial will guide you to create the maze, import and paint the sprites. You will also
be able to create control keys that will direct the sprites to find the way out of the maze.
Scenario
Note:
Before we develop the project, it is a good practice to plan the pseudo codes and construct a
flow chart to visualize the sequence of actions and the decisions made before developing
the actual project.
Developing an algorithm
An algorithm is a precisely defined sequence of instruction or a set of rules for performing a
specific task. Therefore, before we start the project, we will have to visualise the sequence of
instructions using a graphical presentation in the form of flow chart.
Start
ACTION /
EXECUTOR
Player Click Arrow key
No
Choose the direction ? Wait
Yes
No
Touch Wall OR Edge?
Yes
Pico
(Sprite 2) Bounce back and move
onyou
No
End
(Sprite 3) Show up
End
3 Draw rectangles
This is the Paint Editor.
The canvas is in the middle.
Optional:
You may create a new folder in the data directory to keep your project as a more effective
folder management practice.
Instruction:
Let’s try out your project to see if it works.
Illustration Instructions
Challenge 1
This challenge requires you to create a new maze by painting a new backdrop.
Illustration Instructions
Reflection
MODULE 3
This part will increase educators’ confidence in applying computational thinking skills
into teaching and learning.
Overview
Just as a chef follows a tested and favourite cooking style for a much-awaited meal,
so does a teacher carefully decides on a “suspenseful” technique that can guarantee
an interesting, enjoyable and objective-driven lesson episode for every school day.
Her primary responsibility is to help learners develop their own learning style.
An effective teaching should consist of a structure, an approach and skills. Here, we
are using the BIC model: (Brain-Based- Inquiry-based- Computational Thinking)
Brain-based learning refers to teaching methods, lesson designs and school programs that
are based on the latest scientific research about how the brain learns, including such factors
as cognitive development—how students learn differently as they age, grow, and mature
socially, emotionally, and cognitively (Great Schools Partnership, 2013).
Brain-based learning is motivated by the general belief that learning can be accelerated and
improved if educators base how and what they teach on the science of learning, rather than
on past educational practices, established conventions, or assumptions about the learning
process. For example, it was commonly believed that intelligence is a fixed characteristic
that remains largely unchanged throughout a person’s life.
Use student’s prior knowledge to help them understand the nature and scope of a
problem.
Develop
How students connect what they have already knew to new information determines
how they learn and apply this knowledge.
1. Communicate goals and expectations for tasks and activities at the beginning of
each module
2. Guide students through the tasks and activities as outlined in the teacher notes
Try Out
Write down all the words you think about when you think of the World Wide Web.
Now organize these words into a graphic that makes sense to you.
Learn-By-Doing
Integration
1. Do not skip or rush through key skills and steps that students may not already
know. Help students move through the challenges.
2. How do you train yourself to look for student mastery of the skill before you move
on to the next topic?
Review
2. Closure.
Preview
The experience helps brain pre-processor and repetition brain to focus on the new
lesson (Shaw & Hawes, 1998)
Think back to your own experiences in school. Do you remember your favourite
project? What was your topic? How did you share your information? What made the
experience so special?
This kind of learning remains a strong and compelling memory for those of us lucky
enough to have experienced a self-directed or inquiry-based project. The feelings
are the same whether we experienced this learning in the early elementary grades,
as a high school student or as a graduate student. Many of us, when asked about
positive memories of school, will remember a project with real-world applications that
engaged our emotions and our thinking. Often, it was a research project that we
shared with friends and family.
Some teachers have not had the experience of a research project in their own
schooling, but they have taken up the challenge of creating inquiry-based learning
experiences for students and are aware of the wonder and excitement that an inquiry
project can bring to learning.
Research suggests that using inquiry-based learning with students can help them
become more creative, more positive and more independent (Kuhne, 1995). This is
true for all students, including those with special needs who require more individual
attention during the process.
Building a culture of inquiry also means recognizing, supporting and teaching the
role of metacognition as in Figure 3. Metacognitive skills are part of the “learning to
learn” skills that are transferable to new learning situations, in school and out of
school. Through reflecting on the process during inquiry-based learning activities,
students are given opportunities to explore and understand both the cognitive and
affective domains of “learning to learn”. Understand and dealing with thoughts and
feelings makes inquiry-based learning a powerful learning experience for students
and teachers.
Metacognition:
Pose questions about thinking and feeling, and allow students to reflect upon
their learning progress
Model the diverse learning styles and perspectives
Model the inquiry process out loud on a consistent basis
Explicitly call the students’ attention to the Inquiry Model and to the particular
phase at which they are working
Set timelines
Review the inquiry process through class discussion, journal writing and
ongoing and retrospective analyses of the data generated throughout the
inquiry process
The following example elaborates on the practical steps teachers can use for inquiry-
based teaching method:
Step 1: Questioning
Concept development phase
Example: “Did you ever wonder why gum gets smaller when you chew it?”
Stimulates student interest in the topic for exploration
It may take some times until students are used to this method
It is important that teachers model this process, asking questions that can be
investigated, and eliminating or rewording those that can’t be investigated
easily
Step 3: Investigating
Students become involved in their inquiries
It is vital to give them ample time to complete their investigations
Step 5: Reflecting:
Students revisit the phenomenon and plan further investigations
New questions may occur as a result of the inquiry and the process is
repeated
Inquiry Process
Questioning Technique
Asking only closed questions that allow one right/wrong possible answer
Asking “guess what is in my head” questions, where you know the answer
you want to hear and you ignore or reject answers that are different
Judging every student response with “well done”, “nearly there”, “not
quite”. “Well done” can discourage alternative ideas being offered
Everyone is included
thinking
Summary
Date due:
CT Rubrics
Introduction
A rubric is a coherent set of criteria for students’ work that includes descriptions of
levels of performance quality on the criteria. The genius of rubrics is that they are
descriptive and not evaluative. Of course, rubrics can be used to evaluate, but the
operating principle is you match the performance to the description rather than
“judge” it. Thus rubrics are as good or bad as the criteria selected and the
descriptions of the levels of performance under each.
The main purpose of rubrics is to assess performances. For example, how are
students performing when using an electric drill or discussing an issue? Another
purpose is to assess the product, which is the result of the students’ work. For
example, we can use rubrics to assess students’ finished bookshelf or a written
report.
Design Rubrics
Conclusion
It is important for us to instil Computational Thinking into learners so that they can
really become independent learners, life-long learners.
The following are examples of teaching and learning activities that demonstrate the
integration of 4 main computational thinking concepts: decompose, pattern, abstraction and
algorithm.
Subject : Mathematics
Topic : Counting
Duration : 30 minutes
Activity 1 : Figuring it Out
Steps:
7 Make an algorithm that will work for the sum of all the abstraction
numbers between 1 & any number algorithm
You should get :
i. Determine the last number, =“blank”
ii. Determine the number of pairs, = “blank”/2
iii. Determine the sum of each pair, = “blank” + 1
iv. Now find the sum of all the numbers using,
= ("blank"/2) * ("blank"+1)
Subject : Science
Topic : Cardinal directions
Duration : 30 minutes
Activity 2 : Move it, Move it
Steps :
A
1 1 1
1 2 3 4 5 6 7 8 9
0 1 2
1 2 3 4 5 6 7 8 9 10 11 12
Materials : Pre-cut weaving mat template made on light weight card, coloured
paper strips made with light weight card
Duration : 30 minutes
Activity 3 : Weaving Mat
Steps :
Duration : 60 min
Activity 4 : Fun with papier-mache
Steps :
Objective : At the end of the activity, participants will be able to write an essay for
a new topic by abstracting appropriate information from the sample
essay given.
Materials : Sample essay, red pens, sticky note pad, cellophane tape
Duration : 30 minutes
Activity 5 : Smart Writer
Steps :
No Teaching and Learning Activity CT Skills
1 Divide participants into groups of 4 or 5. Give each group a
sample essay titled “Lawatan ke Zoo Negara”. Each group has
to write a new essay titled “Lawatan ke Muzium Negara”
based on the given sample by retaining the original essay
structure.
4 Do a gallery walk.
Objective : At the end of the activity, participants will be able to use sequencing
words to give directions and write instructions.
.
Computational Thinking Concept: Decompose, Abstraction, Algorithm
Materials : City Tube Map, A Cut Out Piece of Smiley, Route Recording Sheet
Duration : 30 minutes
Activity 6 : Tour Guide
Steps:
3 The participants must work out a route that starts from abstraction
the hotel and visit every tourist site. The ideal route will algorithm
visit every site exactly once. The participants should try
and work it out by placing the smiley piece on the hotel
and then moving it from location to location following the
lines, looking for a route that works.
Subject : History
Topic : Kesultanan Melayu Melaka
Objective : At the end of the activity, participants will be able to list the Melaka
Malay Sultanate according to chronological order.
Duration : 30 minutes
Activity 7 : The Melaka Malay Sultanate Timeline
Steps:
Sebahagian besar penduduk Asia Tenggara pada ketika itu beragama Hindu.
Semasa pemerintahannya, pihak Siam membuat dua serangan ke atas Melaka.
Serangan pertama diketuai oleh Awi Chakra melalui darat pada tahun 1445, tetapi
telah ditewaskan oleh Tun Perak dan Tun Hamzah (Tok Bongkok) tidak jauh dari
Muar. Pada tahun 1456, Siam melancarkan serangan kedua pada 1456 yang
diketuai oleh Awi Dichu melalui laut, dan sekali lagi Tun Perak telah berjaya
menewaskan mereka dan kali ini, dengan mudah. Selepas dua kekalahan di darat
dan laut ini, Siam tidak lagi mencuba untuk menyerang Empayar Melayu Melaka.
Tun Perak telah dijadikan Bendahara dengan gelaran "Bendahara Paduka Raja".
Beliau berkhidmat di bawah empat Sultan dan merupakan tulang belakang kepada
perkembangan Melaka ke mercu kekuasaannya di Kepulauan Melayu
Pada tahun 1459, Sultan Mansur Shah (1459 - 1477) menaiki takhta. Disebabkan
kedudukannya yang strategik, Melaka menjadi sebuah pangkalan luar yang penting
bagi kapal-kapal. Bagi mengeratkan hubungan diplomatik dengan Melaka, Maharaja
China telah menganugerahkan anaknya Puteri Hang Li Po dengan tujuan untuk
dikahwinkan dengan Sultan Mansur Shah. Untuk menyambut Hang Li Po, Sultan
Mansur Shah juga menghantar Tun Perpatih Putih dengan segolongan pengiring ke
negeri China untuk mengiringnya. Hang Li Po tiba di Melaka pada tahun 1458
bersama-sama 500 orang pengiring.
Pada tahun 1488, Sultan Mahmud Shah mewarisi Melaka yang telah mencapai
kemuncak kuasa dan merupakan pusat dagangan yang unggul di Asia Tenggara.
Bendahara Tun Perak, pencipta keunggulan Melaka, telah tua. Begitu juga dengan
Laksamana Hang Tuah. Pemerintahan Sultan Mahmud Shah juga mengalami
rancangan jahat dan pilih kasih. Beliau bukan seorang raja yang cekap, akan tetapi
beliau juga seorang mangsa keadaan. Ayahandanya Sultan Alauddin Riayat Shah
mangkat pada usia yang masih muda. Oleh itu, baginda menaiki takhta ketika masih
kanak-kanak. Portugal pada awal abad ke-16 sedang mengasaskan sebuah
empayar luar negeri.
Pada tahun 1509, Diego Lopez de Sequiera dengan 18 buah kapal daripada Angkatan
diRaja Portugal tiba di Melaka. Mereka merupakan orang Eropah pertama yang tiba di Asia
Tenggara dan digelar "Benggali Putih" oleh orang tempatan. Oleh kerana orang-orang
Portugis membuat kacau di Melaka seperti mengusik gadis-gadis dan mencuri di samping
perselisihan faham, Sultan Mahmud Shah kemudiannya mengarahkan supaya orang-orang
Portugis dihalau dari Melaka. Angkatan Portugis diserang dan 20 anak kapalnya ditahan.
Pada 10 Ogos 1511, sebuah armada laut Portugis yang besar dari Goa, India diketuai oleh
Alfonso de Albuquerque kembali ke Melaka. Albuquerque membuat beberapa permintaan
membina markas Portugis di Melaka tetapi permintaannya ditolak oleh Sultan Mahmud
Shah. Permintaan-permintaannya ialah pembebasan semua tawanan-tawanan Portugis,
meminta agar Sultan Melaka membayar ganti rugi dan izin untuk mendirikan kubu
pertahanan di Melaka, A Famosa. Selepas 10 hari mengepung, pihak Portugis berjaya
menawan Kota Melaka pada 24 Ogos. Kekalahan Melaka adalah disebabkan maklumat
kekuatan pertahanan Melaka telah dibocorkan oleh Si Kitol. Sultan Ahmad Shah,
ayahandanya Sultan Mahmud Shah dan pengikut mereka telah berundur ke Muar dan
kemudian ke Pahang di pantai timur di mana beliau gagal dalam percubaannya mendapat
pertolongan daripada negara China.
Kemudiannya, Sultan Mahmud Shah berpindah ke selatan dan mengasaskan Kesultanan
Johor selepas kemangkatan anaknya sebagai pusat dagangan saingan kepada Melaka.
Dengan ibu kotanya di pulau Bentan yang terletaknya berdekatan dengan Temasik
(Singapura), beliau terus menerima ufti dan kesetiaan daripada kawasan-kawasan sekeliling
yang diberinya sewaktu beliau masih menjadi Sultan Melaka. Sultan Mahmud Shah menjadi
ketua gabungan Melayu dan berkali-kali menyerang Melaka. Pada tahun 1525, Laksamana
Hang Nadim berjaya mengepung Kota A Famosa sehingga pihak Portugis terpaksa
membuat catuan makanan dari Goa.
Pada 1526, pihak Portugis membalas dengan seangkatan kapal yang besar dengan
ketuannya Pedro Mascarenhaas dan memusnahkan ibu kota Bentan. Sultan Mahmud Shah
melarikan diri ke Kampar, Sumatera tetapi anakandanya, Tengku Alauddin Shah tinggal dan
mengembangkan Johor sebagai sebuah empayar yang berkuasa dan yang mencapai
keunggulannya pada abad ke-18 dan ke-19. Lagi seorang anakanda Sultan Mahmud Shah,
Tengku Muzaffar Shah, dijemput oleh orang-orang utara untuk menjadi sultan mereka dan
beliau mengasaskan Kesultanan Perak.
Sultan Mahmud Shah mangkat dua tahun kemudian di Kampar pada tahun 1526.
Objective : At the end of the activity, participants will be able to identify and
categorize the different types of bullying (verbal, physical, social and
cyber).
.
Computational Thinking Concept : Pattern, Abstraction
Duration : 30 minutes
Activity 8 : What kind of a bullyist are you?
Steps:
Objective : At the end of the activity, participants will be able to learn about the
pillars of Haj and the correct order to perform the haj.
Duration : 30 minutes
Activity 9 : “My Haj” flow chart
Steps:
Rukun Wajib
Objective : At the end of the activity, participants will be able to design a plan to
conduct a circuit training to improve cardio fitness as well as enhancing
strength, stamina and mobility for athletes
Duration : 60 minutes
Activity 10 : I am a designer too.
Steps:
Objective : At the end of the activity, participants will be able to relate the different
phases in group counselling systematically through presentations.
Duration : 60 minutes
Activity 11 : I need someone to talk to
Steps:
Objective : At the end of the activity, participants will be able to identify categories of
common mistakes and behaviours from samples of dyslexic student writings.
Duration : 60 minutes
Activity 12 : Insights - Dyslexia
Steps:
Sample 1 Sample 2
Sample 4
Sample 3
Subject : Music
Topic : Sing a song from different types of repertoire
Objective : At the end of the activity, participants will be able to sing with correct
pronunciation and tempo.
Duration : 30 minutes
Activity 13 : Sing Along
Steps:
Objective : At the end of the activity, participants will be able to write an essay for
a new topic by abstracting appropriate information from the sample
essay given.
Materials : Sample essay, red pens, sticky note pad, cellophane tape
Duration : 30 minutes
Activity 14 : Smart Writer
Steps:
No Teaching and Learning Activity CT Skills
1 Divide participants into groups of 4 or 5. Give each group a
sample essay titled “Lawatan ke Zoo Negara”. Each group has
to write a new essay titled “Lawatan ke Muzium Negara”
based on the given sample by retaining the original essay
structure.
4 Do a gallery walk.
Objective : At the end of the activity, participants will be able to write an essay for
a new topic by abstracting appropriate information from the sample
essay given.
Materials : Sample essay, red pens, sticky note pad, cellophane tape
Duration : 30 minutes
Activity 15 : Smart Writer
Steps:
4 Do a gallery walk.
Objective : At the end of the activity, participants will be able to write an essay for
a new topic by abstracting appropriate information from the sample
essay given.
Materials : Sample essay, red pens, sticky note pad, cellophane tape
Duration : 30 minutes
Activity 16 : Smart Writer
Steps:
4 Do a gallery walk.
Objective : At the end of the activity, participants will be able to write an essay for
a new topic by abstracting appropriate information from the sample
essay given.
Materials : Sample essay, red pens, sticky note pad, cellophane tape
Duration : 30 minutes
4 Do a gallery walk.
Subject: Music and Creativity in Early Childhood Learning (Muzik dan Kreativiti
dalam PAKK)
Objective : At the end of the activity, participants will be able to remix the lyrics by
abstracting appropriate information from the sample song given.
Materials : Sample song, red pens, sticky note pad, cellophane tape
Duration : 30 minutes
Activity 18 : Smart Song Writer
Steps:
Objective : 评析《三打白骨精》的写作特色
Analysing the literary elements and language style in the Chinese
Novel. (Menganalisis gaya bahasa dan seni penulisan sumber bacaan)
Materials : 麻将纸,马克笔,胶纸
Mahjong papers, marker pens, cellophane tape/ masking tape
Duration : 60 minutes
Activity 19 : Mind map/Thinking Maps 思路图
Steps:
第 2 组:辨析中国小说的要素 - 故事情节(骨架)
第 3 组:辨析中国小说的要素 - 环境(依托)
第 4 组: 中国小说叙述语言的审美追求例子 - 简洁
第 5 组: 中国小说叙述语言的审美追求例子 - 生动
第 6 组:中国小说叙述语言的审美追求例子 - 曲折
第 7 组:中国小说叙述语言的审美追求例子 - 奇幻
3 各组将在 30 分钟内根据小组活动范围,辨析小说的写作特 Decompose
色部分,将其摘要绘制成思路图,记录在麻将纸上。 分解
Abstraction
摘要
4 各组在墙上张贴个别的麻将纸上,然后进行游览学习活动
(Gallery Walk).。
5 总结对评析《三打白骨精》的写作特色所得。
金蝉子化身,十世修行的原体.
有人吃他一块肉,长寿长生.真个今日到了.”那妖精上前就要拿他,只见长老左右手下有两员大将护持,
不敢拢身.他说两员大将是谁?说是八戒、沙僧.八戒、沙僧虽没甚么大本事,然八戒是天蓬元帅,沙僧
是卷帘大将,他的威气尚不曾泄,故不敢拢身.妖精说:“等我且戏他戏,看怎么说.”
好妖精,停下阴风,在那山凹里,摇身一变,变做个月貌花容的女儿,说不尽那眉清目秀,齿白唇红,左手提
着一个青砂罐儿,右手提着一个绿磁瓶儿,从西向东,径奔唐僧.圣僧歇马在山岩,忽见裙钗女近前.翠袖
轻摇笼玉笋,湘裙斜拽显金莲.
汗流粉面花含露,尘拂峨眉柳带烟.仔细定睛观看处,看看行至到身边.三藏见了,叫:“八戒,沙僧,悟空
才说这里旷野无人,你看那里不走出一个人来了?”八戒道:“师父,你与沙僧坐着,等老猪去看看来.”那
呆子放下钉钯,整整直裰,摆摆摇摇,充作个斯文气象,一直的觌面相迎.真个是远看未实,近看分明,那女
子生得:冰肌藏玉骨,衫领露酥胸.柳眉积翠黛,杏眼闪银星.月样容仪俏,天然性格清.体似燕藏柳,声如
莺啭林.
半放海棠笼晓日,才开芍药弄春晴.那八戒见他生得俊俏,呆子就动了凡心,忍不住胡言乱语,叫道:“女
菩萨,往那里去?手里提着是甚么东西?”分明是个妖怪,他却不能认得.那女子连声答应道:“长老,我这
青罐里是香米饭,绿瓶里是炒面筋,特来此处无他故,因还誓愿要斋僧.”八戒闻言,满心欢喜,急抽身,就
跑了个猪颠风,报与三藏道:“师父!吉人自有天报!师父饿了,教师兄去化斋,那猴子不知那里摘桃儿耍
子去了.桃子吃多了,也有些嘈人,又有些下坠.你看那不是个斋僧的来了?”唐僧不信道:“你这个夯货
胡缠!我们走了这向,好人也不曾遇着一个,斋僧的从何而来!”八戒道:“师父,这不到了?”
三藏一见,连忙跳起身来,合掌当胸道:“女菩萨,你府上在何处住?是甚人家?有甚愿心,来此斋僧?”分
明是个妖精,那长老也不认得.那妖精见唐僧问他来历,他立地就起个虚情,花言巧语来赚哄道:“师父,
此山叫做蛇回兽怕的白虎岭,正西下面是我家.我父母在堂,看经好善,广斋方上远近僧人,只因无子,求
福作福,生了奴奴,欲扳门第,配嫁他人,又恐老来无倚,只得将奴招了一个女婿,养老送终.”三藏闻言道:
“女菩萨,你语言差了.圣经云:父母在,不远游,游必有方.你既有父母在堂,又与你招了女婿,有愿心,教
你男子还,便也罢,怎么自家在山行走?又没个侍儿随从.这个是不遵妇道了.”
那女子笑吟吟,忙陪俏语道:“师父,我丈夫在山北凹里,带几个客子锄田.这是奴奴煮的午饭,送与那些
人吃的.只为五黄六月,无人使唤,父母又年老,所以亲身来送.忽遇三位远来,却思父母好善,故将此饭斋
僧,如不弃嫌,愿表芹献.”三藏道:
“善哉!善哉!我有徒弟摘果子去了,就来,我不敢吃.假如我和尚吃了你饭,你丈夫晓得,骂你,却不罪坐贫
僧也?”那女子见唐僧不肯吃,却又满面春生道:“师父啊,我父母斋僧,还是小可;我丈夫更是个善人,
一生好的是修桥补路,爱老怜贫.但听见说这饭送与师父吃了,他与我夫妻情上,比寻常更是不同.”三藏
也只是不吃,旁边却恼坏了八戒.那呆子努着嘴,口里埋怨道:“天下和尚也无数,不曾象我这个老和尚
罢软!现成的饭三分儿倒不吃,只等那猴子来,做四分才吃!”他不容分说,一嘴把个罐子拱倒,就要动口.
只见那行者自南山顶上,摘了几个桃子,托着钵盂,一筋斗,点将回来,睁火眼金睛观看,认得那女子是个
妖精,放下钵盂,掣铁棒,当头就打.唬得个长老用手扯住道:“悟空!你走将来打谁?”行者道:“师父,你
面前这个女子,莫当做个好人.
他是个妖精,要来骗你哩.”三藏道:“你这猴头,当时倒也有些眼力,今日如何乱道!这女菩萨有此善心,
将这饭要斋我等,你怎么说他是个妖精?”行者笑道:“师父,你那里认得!老孙在水帘洞里做妖魔时,若
想人肉吃,便是这等:或变金银,或变庄台,或变醉人,或变女色.有那等痴心的,爱上我,我就迷他到洞里,
尽意随心,或蒸或煮受用;吃不了,还要晒干了防天阴哩!师父,我若来迟,你定入他套子,遭他毒手!”那
唐僧那里肯信,只说是个好人.行者道:“师父,我知道你了,你见他那等容貌,必然动了凡心.若果有此
意,叫八戒伐几棵树来,沙僧寻些草来,我做木匠,就在这里搭个窝铺,你与他圆房成事,我们大家散了,却
不是件事业?何必又跋涉,取甚经去!”那长老原是个软善的人,那里吃得他这句言语,羞得个光头彻耳
通红.三藏正在此羞惭,行者又发起性来,掣铁棒,望妖精劈脸一下.那怪物有些手段,使个解尸法,见行者
棍子来时,他却抖擞精神,预先走了,把一个假尸首打死在地下.唬得个长老战战兢兢,口中作念道:“这
猴着然无礼!屡劝不从,无故伤人性命!”行者道:“师父莫怪,你且来看看这罐子里是甚东西.”沙僧搀着
长老,近前看时,那里是甚香米饭,却是一罐子拖尾巴的长蛆,也不是面筋,却是几个青蛙、癞虾蟆,满地
乱跳.长老才有三分儿信了,怎禁猪八戒气不忿,在旁漏八分儿唆嘴道:“师父,说起这个女子,他是此间
农妇,因为送饭下田,路遇我等,却怎么栽他是个妖怪?哥哥的棍重,走将来试手打他一下,不期就打杀了;
怕你念甚么《紧箍儿咒》,故意的使个障眼法儿,变做这等样东西,演幌你眼,使不念咒哩.”
三藏自此一言,就是晦气到了:果然信那呆子撺唆,手中捻诀,口里念咒,行者就叫:“头疼!头疼!莫念!
莫念!有话便说.”唐僧道:“有甚话说!出家人时时常要方便,念念不离善心,扫地恐伤蝼蚁命,爱惜飞蛾
纱罩灯.你怎么步步行凶,打死这个无故平人,取将经来何用?你回去罢!”行者道:“师父,你教我回那里
去?”唐僧道:“我不要你做徒弟.”行者道:“你不要我做徒弟,只怕你西天路去不成.”唐僧道:“我命在
天,该那个妖精蒸了吃,就是煮了,也算不过.终不然,你救得我的大限?
你快回去!”行者道:“师父,我回去便也罢了,只是不曾报得你的恩哩.”唐僧道:“我与你有甚恩?”那大
圣闻言,连忙跪下叩头道:“老孙因大闹天宫,致下了伤身之难,被我佛压在两界山,幸观音菩萨与我受
了戒行,幸师父救脱吾身,若不与你同上西天,显得我知恩不报非君子,万古千秋作骂名.”原来这唐僧是
个慈悯的圣僧,他见行者哀告,却也回心转意道:“既如此说,且饶你这一次,再休无礼.如若仍前作恶,
这咒语颠倒就念二十遍!”行者道:“三十遍也由你,只是我不打人了.”却才伏侍唐僧上马,又将摘来桃
子奉上.唐僧在马上也吃了几个,权且充饥.
却说那妖精,脱命升空.原来行者那一棒不曾打杀妖精,妖精出神去了.他在那云端里,咬牙切齿,暗恨行
者道:“几年只闻得讲他手段,今日果然话不虚传.那唐僧已此不认得我,将要吃饭.若低头闻一闻儿,我
就一把捞住,却不是我的人了?
不期被他走来,弄破我这勾当,又几乎被他打了一棒.若饶了这个和尚,诚然是劳而无功也,我还下去戏
他一戏.”
好妖精,按落阴云,在那前山坡下,摇身一变,变作个老妇人,年满八旬,手拄着一根弯头竹杖,一步一声的
哭着走来.八戒见了,大惊道:“师父!不好了!那妈妈儿来寻人了!”唐僧道:
“寻甚人?”八戒道:“师兄打杀的,定是他女儿.这个定是他娘寻将来了.”行者道:“兄弟莫要胡说!那女
子十八岁,这老妇有八十岁,怎么六十多岁还生产?断乎是个假的,等老孙去看来.”好行者,拽开步,走近
前观看,那怪物:假变一婆婆,两鬓如冰雪.走路慢腾腾,行步虚怯怯.弱体瘦伶仃,脸如枯菜叶.
颧骨望上翘,嘴唇往下别.老年不比少年时,满脸都是荷叶摺.
行者认得他是妖精,更不理论,举棒照头便打.那怪见棍子起时,依然抖擞,又出化了元神,脱真儿去了,把
个假尸首又打死在山路之下.唐僧一见,惊下马来,睡在路旁,更无二话,只是把《紧箍儿咒》颠倒足足
念了二十遍.可怜把个行者头,勒得似个亚腰儿葫芦,十分疼痛难忍,滚将来哀告道:“师父莫念了!
有甚话说了罢!”唐僧道:“有甚话说!出家人耳听善言,不堕地狱.我这般劝化你,你怎么只是行凶?把平
人打死一个,又打死一个,此是何说?”行者道:“他是妖精.”唐僧道:“这个猴子胡说!就有这许多妖怪!
你是个无心向善之辈,有意作恶之人,你去罢!”行者道:“师父又教我去,回去便也回去了,只是一件不
相应.”唐僧道:“你有甚么不相应处?”八戒道:“师父,他要和你分行李哩.跟着你做了这几年和尚,不
成空着手回去?你把那包袱里的甚么旧褊衫,破帽子,分两件与他罢.”行者闻言,气得暴跳道:“我把你
这个尖嘴的夯货!老孙一向秉教沙门,更无一毫嫉妒之意,贪恋之心,怎么要分甚么行李?”唐僧道:“你
既不嫉妒贪恋,如何不去?”行者道:“实不瞒师父说,老孙五百年前,居花果山水帘洞大展英雄之际,收
降七十二洞邪魔,手下有四万七千群怪,头戴的是紫金冠,身穿的是赭黄袍,腰系的是蓝田带,足踏的是
步云履,手执的是如意金箍棒,着实也曾为人.自从涅盘罪度,削发秉正沙门,跟你做了徒弟,把这个金箍
儿勒在我头上,若回去,却也难见故乡人.师父果若不要我,把那个《松箍儿咒》念一念,退下这个箍子,
交付与你,套在别人头上,我就快活相应了,也是跟你一场.莫不成这些人意儿也没有了?”唐僧大惊道:
“悟空,我当时只是菩萨暗受一卷《紧箍儿咒》,却没有甚么松箍儿咒.”行者道:“若无《松箍儿咒》,
你还带我去走走罢.”长老又没奈何道:“你且起来,我再饶你这一次,却不可再行凶了.”行者道:“再不
敢了,再不敢了.”又伏侍师父上马,剖路前进.
却说那妖精,原来行者第二棍也不曾打杀他.那怪物在半空中,夸奖不尽道:“好个猴王,着然有眼!我那
般变了去,他也还认得我.这些和尚,他去得快,若过此山,西下四十里,就不伏我所管了.若是被别处妖魔
捞了去,好道就笑破他人口,使碎自家心,我还下去戏他一戏.”好妖怪,按耸阴风,在山坡下摇身一变,变
成一个老公公,真个是:白发如彭祖,苍髯赛寿星,耳中鸣玉磬,眼里幌金星.手拄龙头拐,身穿鹤氅轻.数
珠掐在手,口诵南无经.唐僧在马上见了,心中欢喜道:“阿弥陀佛!西方真是福地!那公公路也走不上来,
逼法的还念经哩.”
八戒道:“师父,你且莫要夸奖,那个是祸的根哩.”唐僧道:“怎么是祸根?”八戒道:“行者打杀他的女
儿,又打杀他的婆子,这个正是他的老儿寻将来了.我们若撞在他的怀里呵,师父,你便偿命,该个死罪;
把老猪为从,问个充军;沙僧喝令,问个摆站;那行者使个遁法走了,却不苦了我们三个顶缸?”行者听
见道:“这个呆根,这等胡说,可不唬了师父?等老孙再去看看.”
他把棍藏在身边,走上前迎着怪物,叫声:“老官儿,往那里去?
怎么又走路,又念经?”那妖精错认了定盘星,把孙大圣也当做个等闲的,遂答道:“长老啊,我老汉祖居
此地,一生好善斋僧,看经念佛.命里无儿,止生得一个小女,招了个女婿,今早送饭下田,想是遭逢虎口.
老妻先来找寻,也不见回去,全然不知下落,老汉特来寻看.果然是伤残他命,也没奈何,将他骸骨收拾回
去,安葬茔中.”行者笑道:“我是个做吓虎的祖宗,你怎么袖子里笼了个鬼儿来哄我?你瞒了诸人,瞒不
过我!我认得你是个妖精!”那妖精唬得顿口无言.行者掣出棒来,自忖思道:“若要不打他,显得他倒弄
个风儿;若要打他,又怕师父念那话儿咒语.”又思量道:“不打杀他,他一时间抄空儿把师父捞了去,却
不又费心劳力去救他?还打的是!就一棍子打杀他,师父念起那咒,常言道,虎毒不吃儿.凭着我巧言花语,
嘴伶舌便,哄他一哄,好道也罢了.”好大圣,念动咒语叫当坊土地、本处山神道:“这妖精三番来戏弄我
师父,这一番却要打杀他.你与我在半空中作证,不许走了.”众神听令,谁敢不从?都在云端里照应.那大
圣棍起处,打倒妖魔,才断绝了灵光.
那唐僧在马上,又唬得战战兢兢,口不能言.八戒在旁边又笑道:“好行者!风发了!只行了半日路,倒打
死三个人!”唐僧正要念咒,行者急到马前,叫道:“师父,莫念!莫念!你且来看看他的模样.”却是一堆粉骷
髅在那里.唐僧大惊道:“悟空,这个人才死了,怎么就化作一堆骷髅?”行者道:“他是个潜灵作怪的僵
尸,在此迷人败本,被我打杀,他就现了本相.他那脊梁上有一行字,叫做白骨夫人.”唐僧闻说,倒也信了,
怎禁那八戒旁边唆嘴道:“师父,他的手重棍凶,把人打死,只怕你念那话儿,故意变化这个模样,掩你的
眼目哩!”唐僧果然耳软,又信了他,随复念起.行者禁不得疼痛,跪于路旁,只叫:“莫念!莫念!有话快说了
罢!”唐僧道:“猴头!还有甚说话!出家人行善,如春园之草,不见其长,日有所增;行恶之人,如磨刀之石,
不见其损,日有所亏.你在这荒郊野外,一连打死三人,还是无人检举,没有对头;倘到城市之中,人烟凑
集之所,你拿了那哭丧棒,一时不知好歹,乱打起人来,撞出大祸,教我怎的脱身?你回去罢!”行者道:“师
父错怪了我也.这厮分明是个妖魔,他实有心害你.我倒打死他,替你除了害,你却不认得,反信了那呆子
谗言冷语,屡次逐我.常言道,事不过三.我若不去,真是个下流无耻之徒.我去我去!去便去了,只是你手
下无人.”唐僧发怒道:“这泼猴越发无礼!看起来,只你是人,那悟能、悟净就不是人?”那大圣一闻得说
他两个是人,止不住伤情凄惨,对唐僧道声:“苦啊!你那时节,出了长安,有刘伯钦送你上路;到两界山,
救我出来,投拜你为师,我曾穿古洞,入深林,擒魔捉怪,收八戒,得沙僧,吃尽千辛万苦.今日昧着惺惺使
糊涂,只教我回去:这才是鸟尽弓藏,兔死狗烹!罢罢罢!但只是多了那《紧箍儿咒》.”唐僧道:“我再
不念了.”行者道:“这个难说.若到那毒魔苦难处不得脱身,八戒沙僧救不得你,那时节,想起我来,忍不
住又念诵起来,就是十万里路,我的头也是疼的;假如再来见你,不如作此意.”唐僧见他言言语语,越添
恼怒,滚鞍下马来,叫沙僧包袱内取出纸笔,即于涧下取水,石上磨墨,写了一纸贬书,递于行者道:“猴
头!执此为照,再不要你做徒弟了!如再与你相见,我就堕了阿鼻地狱!”
行者连忙接了贬书道:“师父,不消发誓,老孙去罢.”他将书摺了,留在袖中,却又软款唐僧道:“师父,我
也是跟你一场,又蒙菩萨指教,今日半途而废,不曾成得功果,你请坐,受我一拜,我也去得放心.”唐僧转
回身不睬,口里唧唧哝哝的道:“我是个好和尚,不受你歹人的礼!”大圣见他不睬,又使个身外法,把脑
后毫毛拔了三根,吹口仙气,叫“变!”即变了三个行者,连本身四个,四面围住师父下拜.那长老左右躲不
脱,好道也受了一拜.
大圣跳起来,把身一抖,收上毫毛,却又吩咐沙僧道:“贤弟,你是个好人,却只要留心防着八戒言语,途
中更要仔细.倘一时有妖精拿住师父,你就说老孙是他大徒弟.西方毛怪,闻我的手段,不敢伤我师父.”
唐僧道:“我是个好和尚,不题你这歹人的名字,你回去罢.”那大圣见长老三番两复,不肯转意回心,没
奈何才去.你看他:噙泪叩头辞长老,含悲留意嘱沙僧.
一头拭迸坡前草,两脚蹬翻地上藤.上天下地如轮转,跨海飞山第一能.顷刻之间不见影,霎时疾返旧途
程.你看他忍气别了师父,纵筋斗云,径回花果山水帘洞去了.独自个凄凄惨惨,忽闻得水声聒耳,大圣在
那半空里看时,原来是东洋大海潮发的声响.一见了,又想起唐僧,止不住腮边泪坠,停云住步,良久方去.
毕竟不知此去反复何如,且听下回分解.
Conclusion
Stepping into 21st Century, it is no longer a century of knowledge transfer from teacher to
students. It is about life-long learning because children now live in a world of almost
unlimited streams of trivial and profound information, of enormous opportunity and difficult
choices. Helping students make vital practical, emotional and social connections to skill and
content is more important than ever.
It is important for us to instil Computational Thinking into learners so that they can really
become independent learners, life-long learners.
In groups, write a lesson plan on one of the topics in your subject area based on the BIC
Model.
Explain in which part of the lesson that you integrated computational thinking skills.
Present your lesson plan to the group. Give justification regarding the appropriateness of
your computational thinking skills integration.
BIBLIOGRAPHY
Alberta. Alberta Learning. Learning and Teaching Resources Branch. (2004). Focus on
inquiry: a teacher’s guide to implementing inquiry-based learning. Alberta: Canada,
Alberta Learning, Learning and Teaching Resources Branch.
Bell, H. Witten and Fellow.M. (1998). Computer Science Unplugged: Off-line activities and
games for all ages. New Zealand : Computer Science Unplugged.
Getting Started with Scratch 2.0: A day long exploration of computational creativity.
(2013). Retrieved from http://scratched.gse.harvard.edu/sites/default/files/scratch2.pdf
Csizmadia, A and et al. (2015). Computational Thinking – A guide for teacher. Computing At
School. UK.
Kuhne, B. (1995). The Barkestorp project: Investigating school library use. School Libraries
Worldwide, 1(1), 13-27.
Samudin bin Kassan, & Looi, K. F. (2015). Teknologi Maklumat dan Komunikasi. Kuala
Lumpur: DBP.
Shelton, C. (2016). “Time to plug back in? The role of “unplugged” computing in primary
schools” ITTE Newsletter, Spring 2016
Panel Members
Dr. Siti Rosni Binti Mohamad Yusoff Pn. Norhiza Binti Mohd. Salleh
Pensyarah Pensyarah
IPG Kampus Bahasa Antarabangsa IPG Kampus Pendidikan Teknik
PANEL OF EDITORS
Head of Panel
Panel Members
PANEL OF COORDINATORS
NAMA