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Scratch
CLIL
unit
about
programming
Technologies
PEER
ASSESSMENT
Debug
and
fix
the
programs
of
your
colleagues.
In
this
unit
students
have
the
chance
to
put
the
knowledge
and
procedures
they
have
learnt
into
practice
which
aim
to
get
students
used
to
working
with
information
and
communication
technologies.
The
CLIL
unit
includes
teaching
and
learning
activities
linked
to
the
basic
competences
for
lifelong
learning.
At
the
end
of
the
tasks
required,
students
will
have
to
make
a
reflection
on
their
learning
assessing
the
Works
of
their
classmates
using
a
Rubric
to
assess
different
the
key
competences.
Rubric
to
measure
learning
povides
detailed
explanations
of
an
assignment
and
it
can
assist
students
in
both,
completing
tasks
and
thinking
about
their
performance.
Additionally,
Rubric
helps
to
assess
quickly
with
a
greater
level
of
meaningful
feedback.
In
all
the
European
education
system,
students
must
achieve
the
following
basic
competences
before
they
finish
compulsory
education
so
that
they
are
prepared
for
the
challenges
that
they
will
face
in
their
personal
and
professional
lives:
• Linguistic
competence.
• Mathematical
competence.
• Competence
in
knowledge
and
interaction
with
the
physical
world.
• Data
processing
and
digital
competence.
• Social
competence
and
citizenship.
• Cultural
and
artistic
competence.
• Learning
to
learn.
• Autonomy
and
personal
initiative.
In
the
following
tasks
are
included
different
basic
competences
to
be
graded
and
referenced
in
the
Rubric
with
the
correspondent
number.
1.
LINGUISTIC
COMPETENCE.
This
competence
is
acquired
through
the
ability
to
express
ideas
and
reason,
analyse
approaches
that
are
different
to
one’s
own,
reach
decisions
through
dialogue
and
negotiation,
accept
the
opinions
of
others,
etc.
Students
will
have
to
use
a
foreign
language
to
express
their
ideas
and
works.
2.
MATHEMATICAL
COMPETENCE.
This
competence
is
acquired
through
the
use
of
appropriate
mathematical
tools
to
include
measurements
and
scales,
interpretation
of
variables,
basic
calculations,
etc.
3.
COMPETENCE
IN
KNOWLEDGE
AND
INTERACTION
WITH
THE
PHYSICAL
WORLD.
This
competence
is
acquired
through
the
development
of
skills
for
working
with
objects
confidently
and
understad
technological
objects,
processes,
systems
and
contexts
and
be
familiar
with
the
technological
method
for
solving
problems
and
use
it
in
order
to
identify
and
respond
to
different
needs.
4.
DATA
PROCESSING
AND
DIGITAL
COMPETENCE.
This
competence
is
acquired
through
the
use
of
information
and
communication
technologies,
especially
for
finding,
processing,
creating,
storing
and
presenting
information.
5.
SOCIAL
COMPETENCE
AND
CITIZENSHIP.
This
competence
is
acquired
through
the
ability
to
develop
social
skills
that
promote
respectful
and
tolerant
discussion
of
ideas,
conflict
management
and
decision-‐making.
6. LEARNING TO LEARN. By developing strategies for solving technology problems.
7.
AUTONOMY
AND
PERSONAL
INITIATIVE.
This
competence
is
acquired
through
exercising
the
technological
approach
to
solving
problems:
defining
of
the
problem,
planning
and
carrying
out
the
project,
evaluating
the
solution,
making
suggestions
for
improvements,
etc.
This
process
can
also
help
students
to
develop
personal
qualities,
like
initiative,
self-‐
improvement,
perseverance,
autonomy,
self-‐criticism,
self-‐esteem,
etc.
Source: http://hs-‐computerliteracy.ism-‐online.org/project-‐rubrics
Standard
1:
“Construct,
Create
and
Innovate”
Students
will
understand
that
technology
is
a
tool
for
knowledge
construction,
creativity
and
innovation.
Benchmark 1.) Employ curriculum-‐specific simulations to practice critical thinking processes
Task
1.)
Through
online
tutorials
and
research,
find
out
how
to
use
Scratch
to
create
a
functioning
program.
Your
project
should
show
your
ability
to
use
the
program
to
provide
an
example
of
the
application’s
capabilities.
You
should
have
at
least
6
different
program
elements,
which
show
6
different
skills
you
learnt
about
the
program.
Standard
2:
“Collaborate
and
Publish”
Students
will
understand
that
collaboration
with,
and
publication
for,
other
people
using
digital
tools
and
media
can
enhance
learning.
Benchmark
2.)
Create
and
publish
an
online
multimedia
presentation
with
examples
and
commentary
that
demonstrate
an
understanding
of
subject
specific
content
Task
2.)
Post
your
project
in
the
collaborative
blog
and
present
it
to
your
classmates.
Explain
how
you
went
about
your
investigation
of
the
program
and
used
it
to
demonstrate
understanding.
Spend
5
minutes
writing
a
learning
log
about
what
you
have
learned
each
day
and
include
this
reflection.
Standard
3:
“Research,
Manage
and
Problem
Solve”
Students
use
critical
thinking
skills
to
plan
and
conduct
research,
manage
projects,
solve
problems,
and
make
informed
decisions
using
appropriate
digital
tools
and
resources
Benchmark 3.) Collect and analyze data using digital tools to identify solutions and/or make informed decisions
Task
3.)
Complete
a
peer
evaluation
of
a
classmate’s
work
that
celebrates
their
successes
and
suggests
any
changes
that
could
be
made
to
make
it
better.
Standard 4: “Apply, Evaluate and Use” Students apply digital tools to gather, evaluate, and use information.
Benchmark
4.)
Selecting
appropriate
digital
tools
or
resources
for
a
real-‐world
task
and
justify
the
selection
based
on
their
efficiency
and
effectiveness
Task
4.)
In
your
research
you
must
find
at
least
5
useful
resources
(websites,
tutorials,
etc).
In
a
short
paragraph
for
each
link,
you
must
to
explain
why
each
tool
was
appropriate
to
your
project.
You
must
also
explain
how
the
tool
helped
you
complete
the
project.
Standard
5:
“Use
of
a
foreign
language
in
writing”.
Students
use a foreign language to express their ideas and
works.
Benchmark
5.)
Learn through the medium of a foreign language. Use the necessary core language to enable
them to express and discuss the concepts in an appropriate, academic style.
Task 5.) The log included in the blog must be written in a foreign language.
Students have
Collaboration and Students have not Students have
completed Students have completed
completed a completed vaguely a
publishing. significantly a masterfully a learning log about
learning log about learning log about
learning log about what they have learned each
what they have what they have
what they have day.
1.
3.
4.
6.
And
7. learned each day. learned each day.
learned each day.
COMMENTS
There
will
be
a
free
space
to
write
your
conclusions
about
the
work
of
your
classmates.
You
can
locate
an
error
in
someone's
code
and
help
to
debug
the
program.
You
can
include
what
you
would
improve
or
add
new
ideas
to
the
developers
of
the
program,
etc.
Grading the projects from 1 to 10, the final mark is obtained with this table:
0-‐2
points
1
5-‐6
points
3
9-‐11
points
5
14-‐15
points
7
17-‐18
points
9
3-‐4
points
2
7-‐8
points
4
12-‐13
points
6
15-‐16
points
8
19-‐21
points
10
Timeline:
Week
1
Week 2