Learning experiences and formative assessment tasks in this learning area are aligned to SOLO Taxonomy to ensure cohesiveness, constructive alignment and cognitive stretch for all students. This gives both teachers and students choice throughout the learning and teaching process.
Depending on your classroom approach, teachers can select learning activities that meet their student learning outcomes, or students can select their own learning pathways, and choose how they will present their work. They are encouraged to work at their own pace.
Once students go through the plan and highlight selected learning experiences aligned to their learning outcomes, they can download the Student Weekly Learning Schedule, add their intended learning outcomes onto this document, and place it on the school LMS system.
Begin each lesson with the Question Generator or Thinklinkers as a “hook-in” learning activity.
Other good starting points:
The resources are designed for flexibility and choice. There are a range of resources to choose from, so schools and teachers can design programmes that allows:
In authentic contexts and taking account of end-users, students decompose problems to create simple algorithms using the three building blocks of programming: sequence, selection, and iteration. They implement these algorithms by creating programs that use inputs, outputs, sequence, basic selection using comparative operators, and iteration. They debug simple algorithms and programs by identifying when things go wrong with their instructions and correcting them, and they are able to explain why things went wrong and how they fixed them.
Students understand that digital devices represent data with binary digits and have ways of detecting errors in data storage and transmission. They evaluate the efficiency of algorithms, recognising that computers need to search and sort large amounts of data. They also evaluate user interfaces in relation to their efficiency and usability.
In authentic contexts, students follow a defined process to design, develop, store, test, and evaluate digital content to address given contexts or issues, taking into account immediate social, ethical and end-user considerations. They identify the key features of selected software and choose the most appropriate software and file types to develop and combine digital content.
Students understand the role of operating systems in managing digital devices, security, and application software and are able to apply file management conventions using a range of storage devices. They understand that with storing data comes responsibility for ensuring security and privacy.
Planning for practice
Undertake planning that includes reviewing the effectiveness of past actions and resourcing, exploring implications for future actions and accessing of resources, and consideration of stakeholder feedback, to enable the development of an outcome.
Brief development
Justify the nature of an intended outcome in relation to the need or opportunity. Describe the key attributes identified in stakeholder feedback, which will inform the development of an outcome and its evaluation.
Outcome development and evaluation
Investigate a context to develop ideas for feasible outcomes. Undertake functional modelling that takes account of stakeholder feedback in order to select and develop the outcome that best addresses the key attributes. Incorporating stakeholder feedback, evaluate the outcome’s fitness for purpose in terms of how well it addresses the need or opportunity.
Brief development:
Students will justify the nature of an intended outcome in relation to the need or opportunity and describe specifications that reflect key stakeholder feedback and that will inform the development of an outcome and its evaluation.
Planning for practice
Students will analyse their own and others’ planning practices to inform the selection and use of planning tools and use these to support and justify planning decisions (including those relating to the management of resources) that will see the development of an outcome through to completion.
Outcome Development and Evaluation
Students will analyse their own and others’ outcomes to inform the development of ideas for feasible outcomes. They will undertake ongoing functional modelling and evaluation that takes account of key stakeholder feedback and trialling in the physical and social environments. They will use the information gained to select and develop the outcome that best addresses the specifications and evaluate the final outcome fitness for purpose against the brief.
Define financial identity . What are your values, attitudes, behaviours, and skills regarding money?
Describe your first memory of money. What is your first memory about money in your whānau?
View the video Culture Is a Beautiful Thing. Discuss Tala’s responses to her memories about money and her views about family values.
Describe your money personality . How do you react to sales and advertising? Do you have any strategies you use before you buy something? Are you an impulse buyer?
Take the Sorted Money Personality
Quiz. List five ways you have demonstrated your money personality
in the last month.
Define needs and wants
.
List the last ten things that you bought or that were bought for you. Categorise them as needs or wants and explain why you assigned them to each category.
Read Needs and wants – The supermarket shop and discuss whether each item is a need or a want.
Define the word “wealthy”, generating as many definitions as you can. Why are there different definitions? What’s the one that resonates most strongly with you? Why?
List the participants in your community (organisations, businesses, people) who are involved with how people spend, save and borrow.
Compare your definitions of ‘wealth’ with those around you. Explain why these may be similar or different.
Have five friends or whānau members take the Sorted Money Personality Quiz and ask them to record five ways they have demonstrated their money personality in the last month.
Compare people’s results on the Money Personality Quiz. Are there patterns in the data that was collected? In what ways are your results similar to those of the other people who answered the quiz?
Analyse the strengths and weaknesses of your money personality . Have you identified any weaknesses? Explain how you might work to improve these behaviours.
Compare the needs and wants of a teenager with those of an eighty-year-old person. The Sorted booklet about retirement will give you information about the needs of older people. Read the case studies to understand these.
Review and complete Needs and wants – Shopping decisions.
Compare and contrast needs and wants .
Explain the purpose of the participants in your community (organisations, businesses, people) who are involved with how people spend, save and borrow.
Create a class definition of “wealth” that incorporates ideas about spending, saving, and wellbeing.
Keep a spending diary (or use the Smith family planner) for one month for yourself. Analyse your weekly spends, or the spending of someone in your household. Enter your data onto Survey Monkey. Can you see any areas for goal setting, or possible savings? Justify your decisions and show evidence that you can maintain this for an agreed period.
Share your spending diary findings with one other person and see if you can encourage them to make changes with their money behaviours. Record their progress and reflect on other ways you could have advised them.
Research and debate one of these statements:
Investigate how easy it is to get advice and guidance on financial matters and how easy it is to get into debt . With guidance from the English section of this resource, create an advertisement for a local budgeting service or financial advisor.
In this project you will create a character who depicts a money personality . You will then animate that character using Scratch programing.
You will work with this character to create a resource for next year’s students in years 9 and 10. Alternatively, you can develop a scenario to take through your financial capability learning, adapting and changing it to reflect your learning progress.
You will be creating a money villain or hero. This could be based on the personality types from the quiz, or from how you imagine people in the community associated with the finance sector – budget help, loan sharks , mobile sellers, savers, and spenders.
Plan your brief for your money persona project.
It should include:
If you are not familiar with brief development, begin by writing a brief for a product that has already been developed, as students did in this video. Investigate successful graphics and animations. What makes them popular? Consider variations like colour, personality, values, and movie or TV endorsement.
Decide whether you are going to work on your own or collaborate with a classmate. Develop a pitch to explain your ideas to the class and be ready to gather and accept feedback and make changes.
Reflect on the ethical and legal issues of using open source characters for animation.
Sequence – identify a series of steps for a task
Loops – run the same sequence multiple times
Parallelism – make things happen at the same time
Events – one thing causing another thing to happen
Conditionals – make decisions based on conditions
Operators – support for mathematical and logical expressions
Data – store, retrieve, and update values.
View a basic demo of Scratch, either through a live demo or through the Scratch overview video.
A large range of projects are available online to inspire you. Spend some time viewing sample projects. The Scratch website has many interesting examples.
Begin your Scratch experience by working through the following simple steps, making the Scratch animated sprite, a cat, dance:
Based on: CREATIVE COMPUTING a design-based introduction to computational thinking
Apply some Scratch code on paper, and get a classmate to physically walk it through, to show understanding of a certain part of Scratch.
Apply these instructions to highlight parallelism (things happening at the same time) and events (one thing causing another thing to happen):
Work in pairs
The pass-it-on story is a Scratch project that is started by a pair of people and then passed on to two other pairs to extend and reimagine it.
You can start your story however you want to, focusing on characters, scene, or plot. Each pair has 10 minutes to work on their contribution to the collaborative project before the groups rotate.
Based on: CREATIVE COMPUTING a design-based introduction to computational thinking
Share two strategies that you use (or could use) when you get stuck while designing.
Record keeping
Make sure you keep good records of your technological processes. Record keeping can be oral, graphical, written, and/or electronic, depending on your needs.
Records should contain enough detail to:
Keep asking:
Explain:
Create concept designs/ sketches
Go to Scratch - for an example of what a finished project might look/sound like.
Sample projects on the Scratch website can be a source of ideas, as can finding additional resources on ScratchEd.
Have you considered issues of cultural or ethnic stereotyping?
Issues of intellectual property?
Different people will provide different perspectives on the project-in-progress. Create opportunities to get feedback from a variety of sources, including making time for self-assessment.
We'll send you regular updates on the Sorted in Schools programme.
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