CT and Early Literacy Activities: Making Music

Activity: Making Music with Makey Makeys

Ages: 4+

Materials/Equipment: Laptop computer (1/station), Makes Makey (1/station), 4 pieces of Play-doh, different colors (1 set/station), internet access for digital piano

CT Skill: Decomposition is the CT skill that involves breaking larger actions into smaller, easily completed steps. We do this when we sing and clap words to break then down into syllables.

In a music storytime, among other books, I shared I Got the Rhythm by Connie Schofield-Morrison and Frank Morrison which follows a young girl and her mother on a walk around their community. On the mini-adventure, the girl creates individual moves that become a dance accompanied by the music created by neighbors.

Afterwards, families visited stations that included: music-making with Makey Makeys, building rubberband kazoos or egg shakers, instrument exploration and mixing music with the app Loopimal on one of the library’s mounted iPads.

At the Makey Makey station, the computer was connected to the pieces of Play-doh with several wires, each going to a different clump of clay, via the Makey Makey. Young musicians touched a clump of Play-doh with one hand and held the “ground” with the other, creating an electrical circuit, and then a corresponding note was played on the digital piano. Once they figured out which Play-doh piece made which sound they created songs to their liking. (The Makey Makey tricks the computer into thinking the Play-doh clumps are keys and creates an electrical circuit. So if the Play-doh, which is conductive, is pressed or tapped, something happens on the screen. In this case a key on the digital piano is played.)

Both the book and making music with a Makey Makey exemplify breaking down (decomposing) music and dance into its components, but they also demonstrate how to build something back up, songs or dances, using other CT skills like pattern recognition and algorithm design.

Want to learn more about CT for you children? Paula Langsam and I will be talking more about the CT and early literacy connection at ALA Midwinter in Seattle.

#CSed Week 2018 is here!

Computer Science Education Week is December 3-8!

For the past several years I have been offering a special coding program (as part of the worldwide Hour of Code event) or another learning experience that supports Computational Thinking (CT). Why libraries? Kids and teens need CT skills, along with traditional literacy skills, to be able to effectively communicate and express themselves in the Digital Age.

Want to know more about the connection between CT and early literacy? Join Paula Langsam (DC Public Libraries) and I for a free webinar on Tuesday, December 4th called Thinking Sideways: Computational Thinking and Early Literacy. It is hosted by the Public Library Association. (Registration required.) 

Here are some of the activities I will be including in CSed Week 2018:

Looking for program ideas and other resources? The Libraries Ready to Code collection (aka toolkit) is now live!

Take the Survey! Young Children, New Media and Libraries 2018

Have you taken the Young Children, New Media and Libraries 2018 Survey yet? If not, you have until August 31 to share your thoughts about, and experiences with, new media in your library work with young children.

Using a short video about Empreror Penguins in Preschool Storytime

Who should take the survey?

Someone from each library who is able to answer questions regarding your library’s use of new media with young children. That person may be a children’s librarian, manager, director, or other staff member. The information you provide will be kept confidential and no identifiable information will be used in published findings.

What is new media?

New media is defined in the survey as: tablets (including iPads, Nabi, LeapPad), combination eReader/tablet (e.g., Kindle Fire), digital recording device (digital camera, Flip Video, GoPro), MP3 players, Projectors, AWE or Hatch stations, tangible tech (e.g., Makey Makeys, Osmo, Squishy Circuits), programmable tech (e.g., Beebots, Code-a-pillar, Cubetto), and computers of any kind.

Why should you take the survey?

Libraries continue to be at the cutting edge of incorporating different kinds of new media devices into their branches and programming, and we are examining the changing map of this landscape across the United States. We want to hear how you share technology with young children and their caregivers, your attitudes about that, and any evaluation you do of new media for young children and their caregivers. Your input will be useful for guiding future research and professional development.

Who is behind the survey?

Dr. Katie Campana (Kent State University), Liz Mills (University of Washington), Dr. Marianne Martens (Kent State University) and I are conducting the survey in partnership with the ALA’s Association for Library Service to Children.

You can find out more about the 2014 findings, and find a link to the current survey, here. 2018 survey findings will be shared widely.

Computational Thinking in Storytime with Robots

I’ve been reading and thinking A LOT about computational thinking (CT) and coding this Winter as part of my work on the Libraries Ready to Code initiative. And by A LOT, I mean A LOT, A LOT. Needless to say, that thinking has not stayed put in my coding programs for older kids and teens, like  <HPLCode>, or in the Maker Club. It has spilled over into every aspect of my work at the library, including storytime.

Storytime has always been about supporting early literacy (EL) and learning. What is so cool about computational Flyer which explains computational thinkingthinking is that it aligns so nicely with so much of what we already do at the library, even in storytime. Every time I mention CT or coding in either storytime or a family program, a grown-up speaks up and makes the connection, on their own, between traditional literacy and code or computational thinking. “Making a program (by connecting blocks of code) is like building a sentence,” for example.

The Plan

5 minutes: As families entered, I asked them to “get ready for storytime”. For regulars, this meant following a procedure they knew. For new families I broke down the “get ready for storytime” into: take off your shoes if you want to (ok at our library because of the snow, mud, etc. that is outside), hang up your coat if you brought one, choose a storytime mat, and meet me at the reading area.

5 minutes: When we were gathered in the reading area, I asked kids “what is a robot?” Kids shouted out ideas and led us to talk about what robots do, who designs them and why. I then asked the group “what is the difference between you and a robot?” and “what is similar?”

I then showed the group my code-a-pillar and pointed out the parts of the robot (power button, lights, sensors, code blocks, wheels, etc.) I told them this was my turn to play with the robot but they would all have a turn after we played and read together.

7-10 minutes: Book #1, Pete the Cat, Robo-Pete by James Dean (Harper Collins, 2015)
As with any storytime reading, this was a conversation! We talked about patterns in the story and kids tried to anticipate what might happen next based on previous occurrences in the story. We also compared Robo-Pete to what we knew about robots.

5-7 minutes: Feltboard Robots
Next we built a robot as a group on the felt board. I cut enough similar pieces of felt into recognizable shapes to make two robots. I divided the felt board into 3 sections. If you have used Scratch or other block coding platform, you will recognize the similarity of the 3 sections (the stage, scripts area and blocks palette). I built one robot beforehand and had the other identical pieces in the thin section of the board. They pieces were arranged by shape. As a group we talked about the robot’s parts and what we thought each might be used for. We then started building the new robot out of the other parts. The idea here was to support shape knowledge but also to practice the process of articulating making, doing, or building something. I asked where we should start (at the bottom, they yelled). I then asked kids to tell me the shape and color of the part they wanted me to add next and I would move the felt pieces over. We built the robot you see here. This activity also became a station for further exploration after the group time.

7-10 minutes: If You’re A Robot And You Know It by David Carter (Cartwheel Books, 2015)
Before we read (and sang and danced) to this song, I mean, book, we talked about circuit boards which is featured in the text. Kids obviously quickly identified with this familiar song and jumped up to act it out. The text of the book repeats in a similar fashion to the song and kids move different robot parts in each each verse.

Image: booksamillion.com

7-10 minutes: Robot Zot by Jon Scieszka (Simon & Schuster Books for Young Readers, 2009)
To finish off the reading portion of storytime we read a book that is just silly! Be ready to use your animated voices and be loud!

image: goodreads.com

3 minutes: Clap Your Hands by They Might be Giants
Before we moved on to the station portion of storytime, we danced together. I told them there were three actions we would do in this song: clap hands, stomp feet and jump in the air. I asked them “How do we know when do each action?” Kids answered with ideas like “until it stops!” I brought out the images of each action (5 hands clapping, 5 feet stomping, 4 jumping) to match the number of times the singer says each action and then counted as we danced and did the actions. I mentioned that the song is divided up into beats or sections (measures) so that the musicians and dancers know when changes will happen.

Stations

Code-a-pillar play
Here kids programmed the code-a-pillar to move towards a target. Some kids spent time figuring out how it worked and understanding which arrow was left or right. Kids took turns coding and even collaborated on where the robot should go (“It’s looking for something to eat.”). Grown-ups guided play at times, talking about the sequence of events that need to happen first, etc. and about directionals.

Cube Stackers
Future Coders: Cube Stackers by Alex Toys is basically a board game that involves cubes with robot parts on the different sides. Kids build robots by twisting an turning the sides based on instructions not he game cards. It is primarily for kids 5+. In the summer I have several 5+ kids that come to storytime and this was a hit with them. Whole families took time to work through this thoughtful game.

 

Aluminum Can Robots
Kids built robots by adding magnetized parts to cleaned off cans. I encouraged grown-ups to talk with kids as they built, asking open-ended questions about the robot, what is could do, etc.
To prepare, I collected and cleaned aluminum cans for the robot bodies. I hot glued small magnets to objects like big buttons, clothespins, pipe cleaners, etc. for robot parts. Parts were set out all mixed up in bins and the bodies  were laid out separately to encourage kids to create their own kind of robot.

Robot Coloring Sheets
This activity was great for kids who like to color or needed a quieter activity between other stations.

Feltboard Robots
Younger children really loved this activity and enjoyed repeating what we had done as a group.

Robot Party app on the mounted iPad
Sago Mini’s Robot Party is a giggle-inducing group activity that involves building digital robots that dance and more. Perfect for groups of two or three because the app features multi-touch so kids (or kids and grown-ups) can work together.

How it Went

Families loved this storytime for the richness of the activities and the obvious learning. They appreciated the CT and EL asides and the play ideas they could replicate at home.

When I first got a code-a-pillar I thought it would be kind of loud and garish for storytime, but not so. The sounds and lights are less intense in a group setting and the code-a-pillar moves at just the right speed for young children learning to code for the first time.

Evaluating Kids’ Media (of all kinds)

If you could see my office and house these days you would immediately recognize that I IMG_0943have a deep interest, okay maybe a passion, for illustrated books. This year the picture books, graphic novels, biographies, and illustrated nonfiction, each with colorful sticky notes peeking out like antennae, are piling up in even greater numbers than usual. The tall stacks and long rows of large and small books may seem half-hazard, but the spreadsheet and notebook that go along with them tell a different tale.

This year my work reviewing and evaluating books has taken on a new significance. I’m honored to serve on ALSC’s 2018 Caldecott Award Committee and that means I not only have to believe a book is exceptional, but I have to be able to talk about why the book and, in particular, the illustrations are worthy of the prestigious award. Those sticky notes have purpose! Each book in my growing collection is methodically evaluated using a rubric of sorts that draws on award criteria, research, and my experience working with children and teens.

My work evaluating media doesn’t stop with the paper book. While my book shelves and almost every nook and cranny of my office and home are filling up with Caldecott submissions, I continue to reserve space, virtual and real, for the apps, movies, video games, and programmable robots that all play a role in the daily lives of my community’s kids. As a media mentor, finding high quality media, in all of these formats, is an essential part of my work supporting the information, literacy, and media needs of my community’s families.

Along with serving on the Caldecott Committee, I have been collaborating with KIDMAP (Kids’ Inclusive & Diverse Media Action Project) this winter on a new checklist for evaluating children’s digital media. KIDMAP is a coalition “of media creators, producers, researchers, educators, and parents (that) support the creation of diverse and inclusive children’s media through research, best practices, and collaboration.”

KIDMAP DIG Checklist Overview

KIDMAP DIG Checklist Overview

The KIDMAP Checklist is designed to help reviewers, educators, librarians, and caregivers find and create digital media that is high quality and relevant to families with a variety of experiences. And while being glitch-free, entertaining, and age-appropriate is important, high quality also means being inclusive and rich in diversity. As with paper books for kids, digital media should provide a mirror, window, and sliding glass door; allowing kids to see themselves reflected in the stories told and learn about worlds beyond their own.

The extensive checklist, made possible with the financial support of the Joan Ganz Cooney Center, includes sections addressing digital media’s content, art, audio, audience, purpose, functionality/navigation, support materials, and creative teams. The checklist can be used as a rubric or guide in both selecting digital media and designing it. New media is, well, new, but many elements of high quality traditional media can be applied to digital content and formats. Traditional media’s slow progress to broaden diversity and be inclusive does not need to be replicated however.

As with any rubric or evaluation tool, a specific app may not meet every criterion on the KIDMAP checklist and that is ok. Some elements may not apply to every type of media or title. The checklist is meant to be as all-encompassing as possible so that families, educators, designers, and decisions makers can consider inclusion and diversity alongside other elements of high quality digital media.  Each question draws attention to an aspect of digital media that impacts both kids’ ability to access the content and how positive the learning experience will be once they delve into it.

The checklist will eventually be available as a download and we expect to update it. Please use the checklist as you evaluate, select, and create digital media for kids and feel free to send your comments and questions about the checklist to KIDMAP.

Note: As a librarian and media mentor, I am especially excited by the ALSC Board of Directors decision in 2016 to recognize high quality digital media for young children (Excellence for Early Learning Digital Media) and I look forward to seeing the product of their first year’s work!

The checklist was inspired by the work of many including Nova Scotia’s Bias Evaluation Instrument (Canada), Reading Diversity (from the Southern Poverty Law Center’s Teaching Tolerance), Joan Ganz Cooney Center’s The New Coviewing, Tap, Click, Read by Lisa Guernsey and Michael Levine, the Bias Screening Instrument for Interactive Media crafted by Warren Buckleitner (Children’s Technology Review) and Kevin Clark (Center for Digital Media, Innovation and Diversity), and Evaluating Apps and New Media for Young Children: A Rubric.

Thanks go out to Sandhya Nankani (Literary Safari), Amy Kraft (Monkey Bar Collective), J. Elizabeth Mills (University of Washington), Tamara Kaldor (TEC Center at Erikson Institute), Kevin Clark, Ph.D. (Center for Digital Media Innovation and Diversity, George Mason University), Chip Donohue, Ph.D. (TEC Center at Erikson Institute), Warren Buckleitner (Children’s Technology Review), Carissa Christner (Madison Public Library), and Daryl Grabarek (School Library Journal).