Software
1. Curriculum standards
- Use appropriate terminology in naming and identifying software
- Identify tasks that can be performed with computer devices
- Recognize that people use computing devices to perform tasks
2. Objectives
- The student distinguishes between the device and the software/application associated with the device.
- The student understands the concepts and symbols related to the essential functions of the digital environments they use.
- The student can use digital services in a manner appropriate for their grade level.
3. Key concepts
- Software
- Software is a set of instructions that tell devices what to do and how to do it. For example, opening a camera application prompts the phone to start the camera. Software can be found on almost every device. For instance, a mobile phone has its own software or application for tasks such as using the camera or sending messages. Computers have various software, such as games or web browsers. Devices need software to function. Without software, devices wouldn't do anything.
- Software is a set of instructions that tell devices what to do and how to do it. For example, opening a camera application prompts the phone to start the camera. Software can be found on almost every device. For instance, a mobile phone has its own software or application for tasks such as using the camera or sending messages. Computers have various software, such as games or web browsers. Devices need software to function. Without software, devices wouldn't do anything.
4. Discussion questions (5 mins):
- Do you use any digital device? What do you do with it? Does it require an application? (own answer)
- Can you name an application? (student's own answer)
- What are the benefits of various applications? (Without programs, devices wouldn't do anything. For example, clock, camera, or calculator are useful everyday applications.)
5. Online learning (10-20 mins)
In the lesson, we explore the DigiWare Island and collect keys from the Soft Cloud Forest. At the same time, we familiarize ourselves with various programs.
6. Offline assignments (10-15 mins)
Funny Apps
Divide into groups of 3-4 people. The teacher announces the name of a imaginary app that would work as a pretend app on a phone or tablet. The group thinks about how and for what purpose it would be used. Suggestions can be fun and creative!
App names:
Candy Counter
Game Limiter
Kindness App
Trash Alert
Guess Which App I Am Game
Cut out the image cards. In the game, there are camera app, messaging app, video app, music app, calculator, clock, weather app, calendar, memo, drawing app, and map app. Each child gets their own app card and keeps it hidden from others. Walk around the classroom while music plays and stop when the music stops. When the music stops, pair up and try to explain or act out (without mentioning the app's name) what your app can do. When the teacher gives a signal, start walking around the classroom again.
My Own Phone/Computer
Come up with and draw icons for different games and important apps on a computer. Cut out the finished app icons and glue them to your own computer. You can draw your own background image on the computer screen.
You can orally explain the functions of your own computer, i.e., apps, in the classroom during your turn. There is a printable A3 sheet available for the task, which has the outline of a computer and outlines for the app icons.
You can draw your own background image and important phone apps on your phone screen. You can orally explain the selected apps in the classroom during your turn. There is a printable A4 sheet available for the task, which has the outline of a phone and outlines for the app icons.
ATTACHMENTS