AT&T Classroom Highlights with Rootstown Second Graders

The Rootstown second graders started their morning in the AT&T Classroom using Kahoot to test their math skills related to money, time, and math facts.  Kahoot is an online classroom-based response system that allows for assessments and quizzes to be administered in a game-like format. Kahoot offers a free interface that teachers can use to create quizzes, surveys and discussions. Students are able to respond to questions and create their own content using any device with a web browser.

This morning during their Daily 5 rotations the second graders finalized their Readers’ Theater projects. Readers Theater is a literacy strategy that is designed to provide students with oral reading practice to improve reading fluency and strengthen comprehension. The strategy also provides opportunities for students to explore various genre and characterization. Readers Theater is particularly useful for helping readers to learn to read aloud with expression as a Readers Theater is often performed without prompts so the readers learn that the expression in their voices needs to convey the drama and tone of the story.
The Rootstown second graders have been working in small groups on Readers Theater productions which have been recorded as videos using the iMovie iPad app.

The second graders were excited to continue working with the Ozobot Bits, and this morning worked in teams of two to program their Ozobots using static codes, short sequences of colors drawn on a black line on paper. The students were given the challenge of selecting the correct color combinations and codes so that the Ozobot could correctly navigate the path on new mazes. The students quickly learned how to combine various color combinations and sequences to alter their Ozobot’s direction, speed, and movements. The teams applied their understanding of the code sequences to design their own tracks and mazes for their Ozobots.

 Building from their hands-on coding experience, later this morning the students applied their understanding of the color code sequences to do digital coding using OzoDraw, the companion app to the Ozobot Bit. The Ozobot Bit app turns a tablet into a canvas on which students can apply the same color coding principles to program the Ozobot using flash codes , i.e., rapidly changing combinations of colors that are displayed on a digital screen.  The tool offers a Playground mode with mazes and backgrounds that children can use as a starting point as well as a FreeDraw mode that offers a blank canvas. The second graders were also introduced to OzoBlockly, a web-based tool that utilizes a block-based programming language. The tool is designed to allow children to visually learn programming concepts by dragging blocks of commands and fitting them together to build code.