Hedy for Teachers
Introduction
It's great that you want to bring Hedy into your classroom! On this page you'll find all the tips & tricks to make your Hedy lessons run as smoothly as possible.
How to...
Teaching with Hedy
Introduction
What is Hedy?
Gardual learning
Target audience
Devices
Back
Help
What is Hedy?
Hedy is a textual programming language, specifically developed for (pre-)teens (10 to 15 years old). In contrast to programming languages for kids, like Scratch, Hedy doesn't use code blocks but textual code. So with Hedy you'll learn how to type code like the real programmers do, but in small steps with playful exercises.
This way Hedy can function as a stepping stone to real programming languages like Python in an accessible and mostly fun way!
Show me a video!
Back
What is Hedy?
Back
Gradual learning
Hedy is divided into levels, in which new commands are taught. Each level contains a variety of adventures for students to practice to newly learned commands. The adventures can be done by the students individually, or you can use them in classical instructions.
Of course Hedy also caters to creative teachers that love to make their own assignments! You can keep track of your students' progression through the levels in 'My classes'.
Back
Target audience
Hedy's developed with middle school and junior high school students in mind (ages 10 - 15). It's important for the students to be able to read well. We recommend not to start with Hedy before the students have achieved at least a 3rd grade reading level. Students (and teachers!) don't need any programming experience before starting with Hedy.
Back
Devices
Hedy is webbased, which means it works on any device with a browser (Google Chrome, FireFox, Edge etc), so laptops, chromebooks, tablets and even smartphones are suitable to use Hedy. There's no need to download anything before working with Hedy, just go to the website and you're all set!
Back
How to...
How to register or login
How to save programs
How to work with classes
Back
Help
How to register / login
Go to login If you have an account fill in your username and password. How to register: Step 1: Go to login and click the button 'Create account'. Step 2: Fill in your info and click 'Create account'
Back
How to save programs
As soon as you are logged in, you'll see the blue banner with My profile and My programs. In My programs you can find all the codes that you've saved.
You can save your projects easily by giving your project a name in the white bar and pressing the green button 'Save Code'. You or your students can share codes by pressing 'save and share'
Back
How to work with classes
Go to For Teachers Here you find the overview 'My classes'. If you want to create a new class, click 'Create new class'. If you click the class you'll find an overview of you students and their work.
Back
Teaching with Hedy
Each level in Hedy teaches the students a new coding skill. We recommend to teach one level per lesson. This gives your students the time to fully grasp a new command or concept and practice with it, before moving on to the next level. We use this structure in our lessons: introduction, instructions, working on the adventures, quiz and evaluation.
Show me each step!
Back
Help
Introduction (1/5)
You can start your lessons by activating your students' prior knowledge: What do they already know about the subject, what did they learn in the previous lesson and which mistakes did they make that they've now learned from? This way all the previously learned commands and frequently made mistakes are fresh in your students' memories, when you strat introducing the new lesson.
Next step: Instructions
Back
Instructions (2/5)
The new concepts and commands can be very hard for some students to fully understand. That's why it's of importance to model the proper use of the new commands to your students. Especially in the lower levels, where some students have no experience whith programming at all, it can be hard for them to understand the new abstract concepts. Showing a lot of examples makes an abstract concept (for instance: 'What is a variable?') more recognizable and easier to understand ('Look, the variable pet changed into dog').
Next step: Adventures
Back
Adventures (3/5)
Each level contains different adventures that you can find in the pink tabs. The first pink tab explains the new commands in this level. The following tabs are adventures that the students can try out and make their own. The adventures are arranged from easiest to hardest, so we recommend to start on the left and your your way to the right. The last tab 'what's next' gives a little teaser of what you'll learn in the next level. Of course, you can select the adventures you want your students to do for each level. They don't always have to make every adventure. Every adventure contains an example code, that the students can try out with the green button. The example code gets copied to the workfield, where the students can try out the code and adjust it to make it their own. Stimulate your students to turn the example codes into their own projects by adding their own ideas and making their own variation of the adventure.
Next step: Quiz
Back
Quiz (4/5)
To test whether your students have picked up all the new info in the level, you can let them make the quiz. The quiz contains multiple choice questions about the new concepts and commands to that level.
Last step: Evaluation
Back
Evaluation (5/5)
Round up your lesson by having a brief evaluation. What did the students learn? Which hardships did they come across? How did they learn from their mistakes? And of course: What did they create? Students are often very proud of their own creations, so it's nice to save a little time and gove your students the opportunity to show their work to their classmates.
Back to menu
Back
Hedy ENG Teacher Manual
marleengilsing
Created on October 14, 2021
English Hedy Teacher Manual. Frequently made mistakes are not included yet.
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Transcript
Hedy for Teachers
Introduction
It's great that you want to bring Hedy into your classroom! On this page you'll find all the tips & tricks to make your Hedy lessons run as smoothly as possible.
How to...
Teaching with Hedy
Introduction
What is Hedy?
Gardual learning
Target audience
Devices
Back
Help
What is Hedy?
Hedy is a textual programming language, specifically developed for (pre-)teens (10 to 15 years old). In contrast to programming languages for kids, like Scratch, Hedy doesn't use code blocks but textual code. So with Hedy you'll learn how to type code like the real programmers do, but in small steps with playful exercises. This way Hedy can function as a stepping stone to real programming languages like Python in an accessible and mostly fun way!
Show me a video!
Back
What is Hedy?
Back
Gradual learning
Hedy is divided into levels, in which new commands are taught. Each level contains a variety of adventures for students to practice to newly learned commands. The adventures can be done by the students individually, or you can use them in classical instructions. Of course Hedy also caters to creative teachers that love to make their own assignments! You can keep track of your students' progression through the levels in 'My classes'.
Back
Target audience
Hedy's developed with middle school and junior high school students in mind (ages 10 - 15). It's important for the students to be able to read well. We recommend not to start with Hedy before the students have achieved at least a 3rd grade reading level. Students (and teachers!) don't need any programming experience before starting with Hedy.
Back
Devices
Hedy is webbased, which means it works on any device with a browser (Google Chrome, FireFox, Edge etc), so laptops, chromebooks, tablets and even smartphones are suitable to use Hedy. There's no need to download anything before working with Hedy, just go to the website and you're all set!
Back
How to...
How to register or login
How to save programs
How to work with classes
Back
Help
How to register / login
Go to login If you have an account fill in your username and password. How to register: Step 1: Go to login and click the button 'Create account'. Step 2: Fill in your info and click 'Create account'
Back
How to save programs
As soon as you are logged in, you'll see the blue banner with My profile and My programs. In My programs you can find all the codes that you've saved. You can save your projects easily by giving your project a name in the white bar and pressing the green button 'Save Code'. You or your students can share codes by pressing 'save and share'
Back
How to work with classes
Go to For Teachers Here you find the overview 'My classes'. If you want to create a new class, click 'Create new class'. If you click the class you'll find an overview of you students and their work.
Back
Teaching with Hedy
Each level in Hedy teaches the students a new coding skill. We recommend to teach one level per lesson. This gives your students the time to fully grasp a new command or concept and practice with it, before moving on to the next level. We use this structure in our lessons: introduction, instructions, working on the adventures, quiz and evaluation.
Show me each step!
Back
Help
Introduction (1/5)
You can start your lessons by activating your students' prior knowledge: What do they already know about the subject, what did they learn in the previous lesson and which mistakes did they make that they've now learned from? This way all the previously learned commands and frequently made mistakes are fresh in your students' memories, when you strat introducing the new lesson.
Next step: Instructions
Back
Instructions (2/5)
The new concepts and commands can be very hard for some students to fully understand. That's why it's of importance to model the proper use of the new commands to your students. Especially in the lower levels, where some students have no experience whith programming at all, it can be hard for them to understand the new abstract concepts. Showing a lot of examples makes an abstract concept (for instance: 'What is a variable?') more recognizable and easier to understand ('Look, the variable pet changed into dog').
Next step: Adventures
Back
Adventures (3/5)
Each level contains different adventures that you can find in the pink tabs. The first pink tab explains the new commands in this level. The following tabs are adventures that the students can try out and make their own. The adventures are arranged from easiest to hardest, so we recommend to start on the left and your your way to the right. The last tab 'what's next' gives a little teaser of what you'll learn in the next level. Of course, you can select the adventures you want your students to do for each level. They don't always have to make every adventure. Every adventure contains an example code, that the students can try out with the green button. The example code gets copied to the workfield, where the students can try out the code and adjust it to make it their own. Stimulate your students to turn the example codes into their own projects by adding their own ideas and making their own variation of the adventure.
Next step: Quiz
Back
Quiz (4/5)
To test whether your students have picked up all the new info in the level, you can let them make the quiz. The quiz contains multiple choice questions about the new concepts and commands to that level.
Last step: Evaluation
Back
Evaluation (5/5)
Round up your lesson by having a brief evaluation. What did the students learn? Which hardships did they come across? How did they learn from their mistakes? And of course: What did they create? Students are often very proud of their own creations, so it's nice to save a little time and gove your students the opportunity to show their work to their classmates.
Back to menu
Back