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Coding and Creativity PL Outline
Descriptors:
Summer 2021
Summer 2021
Summer 2021
Fall 2021
Fall 2021
Fall 2021
Fall 2021
Spring 2022
Spring 2022
Spring 2022
Summer 2022
Summer 2022
Fall 2022
Spring 2023
Spring 2023
Spring 2023
Spring 2023
Dates/Duration
July 20 - July 22
3 days
July 23
Meeting with
Admin.
August 6
1 Day
Aug. 18 - forever
Aug. 18 - Sep. 30
Every Wednesday
of Fall semester
Oct. 14 - Dec. 9
Every Wednesday
of Fall semester
Dec. 16
Day Event
Jan. 6 - Mar. 31
Every Wednesday
of Spring Semester
Apr. 7 - May. 12
Every Wednesday
of Spring Semester
May 19
Day Event
Jul. 18 - Jul. 20.
3 Days
August 3
Half-Day
Aug. 17 - Dec. 7
Every Wednesday
of the Fall Semester
Jan. 4
Half-Day
Jan. 12 - Apr. 27
Every Wednesday
of Spring Semester
Jan. 4 - May 18
Every Other
Thursday
May 18
One Day Event
Where
Youngblood
Intermediate
Youngblood
Intermediate
Youngblood
Intermediate
Youngblood
Intermediate
Library
Youngblood
Intermediate -
Coding and
creativity lab space
Youngblood
Intermediate -
Coding and
creativity lab space
Youngblood
Intermediate -
Coding and
creativity lab space
Youngblood
Intermediate -
Coding and
creativity lab space
Youngblood
Intermediate -
Coding and
creativity lab space
Youngblood
Intermediate -
Coding and
creativity lab space
Youngblood
Intermediate -
Coding and
creativity lab space
Youngblood
Intermediate -
Coding and
creativity lab space
Youngblood
Intermediate -
Coding and
creativity lab space
Youngblood
Intermediate -
Coding and
creativity lab space
Youngblood
Intermediate -
Coding and
creativity lab space
Youngblood
Intermediate
Youngblood
Intermediate -
Coding and
creativity lab space
Big Idea
Leaders Launch/
preparation
meeting
Present a call to
action to
administration
Present coding and
creativity alternative
PL to staff
Establish coding
and creativity lab
space
“The teacher is the
Student!”
7 - 1 hour sessions
during planning
time
App Prototype
Development
Teacher App
Prototype
Showcase
Learn to Code
Sessions
Teacher Coding
Showcase
Preparation
Teacher Coding
Showcase
Leadership, phase
3 launch
preparation
Recap phase 1&2
with the staff and
motivate them to
engage in
integrating coding
and creativity in the
classroom.
Begin to make
connections
between coding
tools, creativity
apps and content
learning.
Content groups will
develop WIGs and
scoreboards that
align with
organization’s WIG
of promoting 21st
century skills using
coding and
creativity.
Launch 4DX -
Teachers will
implement coding
and creativity
lessons in their
classrooms.
Clearing a Path:
Model and observe
lessons in
classroom
Did we meet our
WIGS?
Leaders
- Tech specialist -
Kadi Abad
- Teacher -
Enyi Gomez
Enyi Gomez
Support - tech
specialist
- Tech specialist -
Kadi Abad
- Teachers -
Enyi Gomez and 5
other trained
teachers
Administrators
Tech specialist
5 - Coding and
creativity trained
teachers
Tech specialist
5 - Coding and
creativity trained
teachers
Groups will lead
their own app
prototype
presentations
Tech specialist
5 - Coding and
creativity trained
teachers
Tech specialist
5 - Coding and
creativity trained
teachers
Groups will lead
their own app
prototype
presentations
- Tech specialist -
Kadi Abad
- Teachers -
Enyi Gomez and 5
other trained
teachers
- Tech specialist -
Kadi Abad
- Teachers -
Enyi Gomez and 5
other trained
teachers
- Tech specialist -
Kadi Abad
- Teachers -
Enyi Gomez and 5
other trained
teachers
- Tech specialist -
Kadi Abad
- Teachers -
Enyi Gomez and 5
other trained
teachers
- Tech specialist -
Kadi Abad
- Teachers -
Enyi Gomez and 5
other trained
teachers
- Tech specialist -
Kadi Abad
- Teachers -
Enyi Gomez and 5
other trained
teachers
- Tech specialist -
Kadi Abad
- Teachers -
Enyi Gomez and 5
other trained
teachers
Audience
Coding and
Creativity apps
trained teachers (5)
Administrators
Teachers, content
specialist,
administrators
All staff
Teachers, admin.,
content specialist
Teachers, admin.,
content specialist
Everyone will
observe each
other’s app
prototype
presentations,
students will also
be invited.
Teachers, admin.,
content specialist
Teachers, admin.,
content specialist
Everyone will
observe each
other’s app
prototype
presentations,
students will also
be invited.
None
Teachers, admin,
content specialist
Teachers, admin,
content specialist
Teachers, admin,
content specialist
Teachers, admin,
content specialist
Teachers, admin,
content specialist
Teachers, admin,
content specialist
Purpose/
Objectives
Provide a need for
alternative PL to
share knowledge
with rest of school.
Understand the
overview and
launch phases of
the alternative PL.
Decide/brainstorm
who will lead which
group.
Reach the heart of
the audience,
provide a need for
alternative PL.
Provide a need for
coding and
creativity as a
medium to promote
21st century skills
in students.
Demonstrate a
need for alternative
PL among
teachers.
Develop a shared
purpose for student
learning and
demonstrate how
we can achieve that
through coding and
creativity apps.
Determine
differentiated
groups based on
teacher self
evaluation.
Establishing a
“coding and
creativity lab” will
designate a space
for PL and welcome
teachers during
their free period to
plan and explore.
To create a culture
of collaboration,
risk-taking and
purpose.
These 7 sessions
will focus on
learning to use
creativity apps on
the iPads. Teachers
will participate in
lessons as students
every week
accompanied by
discussions and
time to practice.
These 8 sessions
will focus on using
all the previously
learned creativity
apps to develop an
app prototype.
Within designated
groups, teachers
will be presented
with a community
problem. They will
work together to
desgin an app
prototype to help
solve that problem.
Provide teachers an
opportunity to put
all their learning
from the fi rst
semester together
by celebrating
through an app
prototype
showcase.
Teachers present
the app they
created to solve a
real world problem.
Teachers will
participate in 12
coding sessions in
differentiated
groups. They will be
introduced to
coding concepts
using Playgrounds
app, SpheroBolt,
GoGo Board, and
MicroBit
Provide teachers
with 6 sessions, in
which they can
further explore a
coding medium of
their choice,
becoming experts
in that coding tool.
Prepare to
showcase a deeper
understanding of
that tool, by
providing a
challenge.
Provide teachers an
opportunity to
explore specifi c
coding tools and
demonstrate their
learning to their
peers and students.
Session Leaders
and presenters will
meet to prepare to
integrate coding
and creativity apps
and tools in the
classroom. We will
design content
specifi c sample
lessons to share
with teachers in the
upcoming sessions.
Half-day session in
which we share and
highlight events
that took place in
phase 1 and 2.
Provide a purpose
for their learning,
challenge teachers
and school staff to
embed coding and
creativity in student
learning to develop
21st century skills.
15 Sessions in
which teachers will
analyze, observe,
model and create
lessons that
connect content
with coding and
creativity to modify
and redefi ne
learning and
develop 21st
century skills.
Specifi c content
groups will create
their own WIGs and
Scoreboards to
create a sense of
ownership and
accountability in
implementing
coding and
creativity in the
classroom.
Teachers will use
developed and
sample lessons
from phase 3 in
their classrooms.
We will meet
weekly to engage in
4DX process, report
on commitments,
review scoreboard,
and make new
commitments.
Participating
teachers will
observe coding and
creativity lessons
being implemented
in their classroom
to model best
practices.
Furthermore,
teachers will
observe each other
implementing
lessons and
discuss outcomes.
Review
scoreboards and
determine if WIGs
were met. Provide
opportunity for
teachers to
highlight and
spotlight student
achievement, and
create a group
based plan for
continuation.
Activities
1. Provide need for
alternative PL.
2. Coding Challenge
3. Creativity Design
Challenge
4. Assign Roles
5. Review timeline/
make needed
adjustments
1. Alternative PL
presentation
2. Present Outline
3. Student Impact
testimonial
4. Q&A
1. Ice breaker
2. Current PD
discussion
3. Need for
alternative PL
4. “What’s your
purpose?”
5. Develop a shared
purpose
6. Coding a
Creativity to grow!
7. Exit ticket -
Coding/creativity
self evaluation
1. Teachers can
have a shared
common space in
which they can plan
(not only coding
and creativity).
2. Provide coding
and creativity
resources that
teachers can
explore on their
own or with their
team.
3. Explore activity
of the week
(sessions agenda)
1. Ice breaker
2. Introduce a new
creativity app
(teachers as
students)
3. Student
takeaway
discussion
4. Session
Reflection feedback
form
1. Community
Problem
Presentation
2. Sample app
prototypes
3. Notecard
outlines
3. Student
takeaway
discussions
4. Session
Reflection feedback
form
1. Day event
presentations
2. Record
presentations for
those who miss or
later viewing.
(Sessions Agenda)
1. Ice Breaker
2. Unplugged
Activity
3. Learn Coding
Concept (teacher
as student)
4. Coding Journal
(Keynote)
5. Session
Discussion
6. Session
Reflection/feedback
form
(Sessions Agenda)
1. Ice Breaker
2. Group according
to selected coding
tool.
3. Coding
Challenge
4. Coding Journal
5. Session
Discussion
6. Session
Reflection/feedback
1. Day event
presentations
2. Record
presentations for
those who miss or
later viewing.
1. Ice Breaker
2. Recap of Phase
one and two.
3. Create
purposeful content
related Lessons
(work in pairs).
4. Present 21st
century skills
alignment with
created lessons
1. A look back
(Video)
2. Ice Breaker
3. Break up into
new groups
according to
content and grade
level
4. Guided
Discussion activity
5. What’s your
purpose activity
(Sessions Agenda)
1. Ice Breaker
2. Participate in
Sample Lessons
3. Discussion/
takeaways
4. Develop Lessons
5. Practice
Developed lessons
within the group
6. Reflection/
feedback
1. Ice breaker
2. 4DX presentation
3. Group WIG
4. Group
Scoreboard
5. Session
feedback/reflection
1. Report on last
week’s
commitments.
2. Review
Scoreboard.
3. Plan, clear paths,
and make new
commitments.
4. Group
Discussion and
Feedback
1. Modeled lessons
by leaders
2. Observe/co-
teach lessons with
peers
3. Post lesson
discussion
1. Ice Breaker
2. Did we meet our
WIGs?
3. Student work
spotlight
4. Year at a glance
(video).
5. Group’s next
steps discussion.
5 Key Principles
- Support
- Active
Participants
Support
Duration
Support
Duration
Support
Engage
Duration
Support
Active participants
Modeling
Duration
Support.
Active Participants
Support
Active Participants
Duration
Support
Active participants
Modeling
Duration
Support
Engage
Support
Active Participants
Duration
Support
Active Participants
Content Specifi c
Duration
Support
Active Participants
Content Specifi c
Duration
Support
Modeling
Active Participants
Content Specifi c
Duration
Support
Active Participants
Content Specifi c
Duration
Support
Active Participants
Content Specifi c
Duration
Support
Modeling
Active Participants
Content Specifi c
Duration
Support
Active Participants
Content Specifi c
Collaboration
Leaders are
engaged and share
a common purpose
in launching an
alternative PL using
coding and
creativity as the
medium to support
teachers in
promoting 21st
century skills.
Convince group of
leaders that there is
a need to engage in
different PL
practices.
Teachers will
participate in an
team focused ice
breaker. We will
allow time for
discussion among
participants to
begin sharing ideas
and purpose.
This space is
created to promote
collaboration.
Teachers will
participate in group
driven ice breakers.
All learning
activities will be
group based and
discussions will
have guiding
questions.
Teachers will work
together to solve a
community problem
by developing an
app prototype.
With their groups,
teachers will
present their app
prototype. To have
a good fi nal
product, teachers
will have to
challenge and share
ideas to obtain the
best possible
outcome.
We will start the
session with group
building ice breaker.
Teachers will be
paired up to
complete coding
activities, to share
ideas and provide
support for each
other. Lastly,
teachers will have
end of session
discussion to share
thoughts.
Teachers will work
together on coding
challenge with
participants who
share the same
coding interest.
Teachers will be
encouraged to
share and challenge
ideas to obtain the
best possible
outcome.
Teachers will work
with a group to
showcase their
learning and
complete the
coding challenge
with the coding tool
of their choice.
They will share
ideas with their
group members
and audience
members who
observe their
presentation.
PL leaders will work
together in
preparation for the
integration of
coding and
creativity in the
classroom.
Teachers will
participate in ice
breaker to promote
team collaboration.
Furthermore, they
will be placed in
groups according
to grade level and
content.
Teachers will work
with their groups to
analyze and
participate in
sample content
lessons that
integrate coding
and creativity. They
will develop lessons
together and
discuss and
provide feedback to
each other.
Teachers will work
with content team
members to
develop a WIG that
supports the
organization’s
overall WIG.
Teacher will have
open and honest
communication and
collaboration to
progress in their
goals.
Teachers will be
able to co-teach
lessons with
leaders and
observe peers
implement lessons.
Teachers will be
encouraged to
discuss the
takeaways from
each lesson and
discuss how it can
be better next time.
Teacher content
groups will reflect
on the semester’s
achievements. They
will determine WIGs
for upcoming
school year.
Resources
iPads
SpheroBolt
Everyone Can Code
(book)
Everyone Can
Create (book)
Presentations
Research
- Presentation
- Ice breaker
- What’s your
purpose activity
- self evaluation
form
- explore activity of
the week
- Everyone can
Create (book)
- iPads (1 per
teacher)
- guiding
discussion
questions
- End of session
reflection form
- Teaching with
iPad Activity
Workbook
- App Design
Elementary School
- Sample app
prototypes
- Guiding
discussion
questions
- End of Session
reflection form
- Presentation set-
up
- iPads
- Feedback sheets
- Learn to Code
1&2 (book)
- SpheroBolt
- GoGo Board
- MicroBit
- Guiding
Discussion
Questions
- End of Session
feedback/reflection
form
- Learn to Code
1&2 (book)
- SpheroBolt
- GoGo Board
- MicroBit
- Guiding
Discussion
Questions
- End of Session
feedback/reflection
form
- Presentation Set-
up
- iPads
- Coding tools
- Everyone Can
Create (book)
- Learn to Code
1&2 (book)
- Coding Tools
- Phase 1&2
Highlight video
- Ice breaker
activity
- Guided
Discussion
Questions
- Sample Lessons
- Guiding
Discussion
Questions
- 4DX Presentation
- Sample Lessons
- Guiding
Discussion
Questions
- Sample Lessons
- Guiding
Discussion
Questions
- Year at a Glance
(Video)
Session apps:
1. Clips
2. Pages
3. Keynote
4. Numbers
5. iMovie
6. GarageBand
All apps learned in
session 1 - 7 are
encouraged to be
used to create an
app prototype
All apps learned in
session 1 - 7 are
encouraged to be
used to create an
app prototype
- Keynote
- Playgrounds
- Tynker
- SpheroBolt
- GoGo Board
- MicroBit
- Keynote
- Playgrounds
- Tynker
- SpheroBolt
- GoGo Board
- MicroBit
All coding tools
learned in previous
sessions are
encouraged to be
used.
Coding and
creativity apps and
tools are
encouraged to be
used to develop
content related
lessons.
All coding tools and
creativity apps will
be encouraged to
be used in lessons.
Phase
3
: Prepare to
Integrate Coding and Creativity in the Classroom
Pre-Launch
Phase 1: Building Capacity for Creativity Apps
Phase 2: Building Capacity for Coding
Phase
3
:
Integrate Coding and Creativity in the Classroom