Programming in Arts and Crafts

How to start using micro:bit and programming in arts and crafts

Programming in arts and crafts gives students and teachers unprecedented opportunities. Programming and coding, building and coding offer the opportunity to engage students and create more arenas for mastery.

To start with programming in arts and crafts, look at it this way. Not all students will be interested in painting, sewing or carpentry, but maybe they're interested in electronics, putting things together, or coding. Or vice versa. An interdisciplinary project gives you the opportunity to introduce other subjects that the students will have to work on anyway. Since the student is already working on some of the parts they find interesting, the likelihood of the same students finding mastery and enjoyment in other disciplines will increase. 

Why should we do programming in arts and crafts and in schools? 

Programming in arts and crafts became part of the subject and the learning outcomes as part of the subject renewal LK20 (LK2020). In this connection, it was decided that programming should not become a separate subject, but rather be integrated into existing subjects. This was also in line with the goal of more interdisciplinary teaching. 

Arts and crafts is a creative subject and the joy of creation should be central. Programming and coding will also be a natural part of the joy of creation, especially in combination with physical construction kits or learning materials. This gives students the opportunity to combine physical and digital creative skills. This increases engagement and mastery. 

Knowledge and skills to start programming

As a teacher, the easiest way to get started with programming is to start with a project that is engaging and at the same time takes you through the most important behaviors and code. If you're completely new to programming, it can be an advantage to get some skills training or take a teacher course. 

But the most important thing is to just start using it with your students. 

Skills development in programming

If you're new to programming and coding, check out this article about programming in schools. Here you'll find introductory videos and links to courses and workshops. 

Some great tips to get started with coding in school

  1. Let learners steer the teaching
    1. Explain the task to 2-3 students and ask them to steer the lesson while you help from the side.
    2. These may well be the students who normally have "a little too much energy".
    3. These students will become super users and can help everyone else
  2. Mastery does not come by itself
    1. If students don't get things right straight away, it's also a learning process that can be just as important.
  3.  Give learners time to tinker, take ownership and get involved
    1. By making the project interdisciplinary and being aware of how many competency goals the students are working on, you give both yourself and the students time to gain the ownership that leads to engagement and mastery. 

Specific example of using programming in Arts and Crafts:

With both individual and age customization, this is suitable for students from 4th to 10th grade. 

It's often a good idea to start with a problem to solve, and one challenge most people can relate to is how hard it can be to get up in the morning.

Suggested task: Design and create a robotic alarm clock with micro:bit

Students are relatively free to design the robot as they see fit, and can use LED lights, sound, moving servo and motor to achieve the goal.

Before starting the actual task, students need some background knowledge and skills related to building, connecting and programming. A good project to start with could be Bubble:bit, a robot that lights up, waves and blows soap bubbles. With such a project, pupils will have completed a number of interdisciplinary learning objectives and will have acquired the necessary skills to be able to create the Robot alarm clock. The Bubble:bit project will also help to initiate thought processes in the pupils related to the possibilities they have when building their very own Robot alarm clock.

Competence goals in arts and crafts for grades 4-7

  • use hand tools and joining techniques in wood, clay and textiles in an environmentally conscious and safe way
  • try out different ideas and possibilities in reusable materials and communicate to others how they can help protect nature and the environment in their everyday lives
  • carry out art and design processes by seeking inspiration,
  • explore possibilities, make choices and create your own products
  • investigate how traditional crafts, including Sami crafts, utilize the properties of natural materials, and use experiences to create simple objects of use
  • Discuss the use, function and choice of materials in different buildings and make sketches with proposals for new architecture
  • communicate and showcase your own work through exhibitions

Learning outcomes for arts and crafts for grades 8-10

  • use a variety of hand and power tools to process and join hard, plastic and soft materials in a safe and environmentally conscious way
  • examine the materials in different objects and assess their function, durability and possibilities for repair and reuse
  • build and experiment with stable structures
  • use different strategies for idea development and problem solving
  • use digital tools to plan and present processes and products
  • use programming to create interactivity and visual expressions
  • design and create an exhibition showcasing the process and product

Teacher course in programming for primary and lower secondary school

There are a number of opportunities for courses and skills development related to programming in general and micro:bit in particular. Colleges and universities offer courses for teachers to improve their skills, and science centers around the country offer courses specifically related to their Super:bit project. 

This helps to form a good knowledge base, but we also recommend that teachers gain expertise directly related to the learning materials to be used, and preferably in line with the curricula and learning objectives. 

Courses & workshops:

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