Thursday, 29 November 2012

Modelling, Logo and Scratch


MODELLING
Computer modelling means using a computer to model situations to see how they are likely to work out if you do different things. Modelling encourages children to explore and change to see what happens. Children are lead to ask questions such as “What would happen if…….??”!  ''Would it look better with pink walls or blue walls?''

A computer model is a simulation or model of a situation in the real world or an imaginary world which has limitations which the user can alter.  


Modelling begins in the foundation stage but is heavily incorporated into the National Curriculum at Key Stage 1 and 2. In the classroom we use ‘models’ to explain and teach about real situations, such as, how a plant grows, how to decorate a cake. A board game may be a model of an imaginary situation. For example, a computer model which children can understand will simulate a situation which is familiar to them, and which they have ideas about.

Programmes, such as MY MODELLING TOOL KIT encourages children to decorate a cake, choosing the type of cake that they would like to make. This cross curricular activity will enable children to use mathematical skills, for example, counting how old an individual is.

PURPLE MASH: PM
 
MAZE GAME can be found on Purple Mash
Key features of the maze game 
 
- The idea is to plan and design a maze and the animals/creatures/items that will feature. 
- It is done on a 2D plan. You then switch to the 3D screen to see how your maze looks.
- The children become involved in making a number of decisions - how big will the maze be? How many aliens will I use? How many apples will I use? 


TIZZY'S FIRST TOOL:



Tizzy’s First Tools is a fully integrated set of seven ICT tools designed for 4 – 7 year olds. The hugely popular character Tizzy, the magic clown (well known from popular software title, Tizzy’s Toybox) guides and supports children as they express, develop and present their ideas.



LOGO: 
Using Logo in the Classroom...

Logo is a computer programming language based on cursor graphics. Cursor graphics are a simple though powerful set of commands to manipulate a cursor. When the cursor moves it draws a line and children can create sequences of instructions to make it draw shapes.The cursor responds to instructions by moving around the screen. Logo instructions typically take the form of a command (a word or an abbreviation) and an input (one or more numbers). For example, the instruction: forward 100 will tell the cursor to move forward 100 ‘cursor steps’. Most versions of logo require a space to be left between the command and the input and if you forget the space, Logo tells you that it doesn’t know how to do the instruction. Many Logo commands can be abbreviated and knowing the abbreviations (please see table below) can save you a lot of time.

Once you have created a procedure you only have to type its name and logo will execute the instructions contained within the procedure automatically. You can also use the procedure as a command in a more complex sequence. For example:

repeat 6 [square rt 60]

This draws your square then turns the cursor 60o to the right. It then repeats this process six times to produce the shape shown (please see above picture for one that i completed earlier)


A table of commands....


Command
Abbreviation
Input Required
Example
Action
forward
fd
number of steps
fd 50
Moves cursor forward
backward
bk
number of steps
bk 60
Moves cursor backward
right
rt
turn in degrees
rt 90
cursor to face its right
left
lt
turn in degrees
lt 45
cursor to face its left
clearscreen
cs
none
cs
Clears the screen
hidecursor
ht
none
ht
Makes the cursor invisible
showcursor
st
none
st
Makes the cursor visible
penup
pu
none
pu
Stops the cursor drawing
pendown
pd
none
pd
Allows the cursor to draw
setpencolor
setpc
no. from 1 to 16
setpc 7
Changes the pen colour



SCRATCH:

Scratch is a wonderful free program. Scratch is very similar to Logo so I am not going to bore you with too many nitti gritties. Scratch promotes mathematical and computational skills as well as creativity, reasoning and collaborative working. Scratch can be used to make a number of multimedia applications such as games, animations, simulations, stories and art. All backgrounds can be created by the user using the built-in paint editor. However, Scratch also allows users to bring in content from other sources. For example, images you have scanned, photographed or taken from the web. It also comes with a library of sprites and backgrounds to get you started quickly. Music and sound effects are just as flexible. Either use the built sounds, record your own from within Scratch or use sounds you have created with another program


Please see link below to access great teaching ideas/resources:
Scratch



How can this be linked to future teaching?
Modelling, Logo and Scratch are all great teaching resources that will engage, stimulate and challenge children. I for one am excited about using the above resources. Not only do they all require a great amount of skills, knowledge and understanding from the children but they also draw on other areas of the national curriculum. 

Children are encouraged to:
  1. think about spacial awareness 
  2. angles
  3. understanding the properties of shapes
  4. how programming works (ICT) 
the list is endless..









2 comments:

  1. A good and interesting post, I like the webpage pictures that you've used.

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  2. I like the way you have explained how to use Logo in the Classroom and added the table of commands!
    I'm sure this will be useful for people who want to learn how to use the programme and integrate it into an ICT lesson for beginners!

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