Primary school students using Primary school students using MicroWorlds: Turtles, multimedia and learning. Anthony Jones Institute for Education La Trobe University Vic., 3086 Australia T.Jones@latrobe.edu.au Abstract Logo based software such as MicroWorlds is used in primary schools to achieve a range of education goals. The activities described in this paper demonstrate how curriculum goals in mathematics and SOSE can be realised through the use of both Logo programming and multimedia by students. Although the technological skills students acquire are important, the focus is always on the curriculum content being learned through the use of technology. Keywords: primary education, across the curriculum, MicroWorlds 1. Introduction As schools acquire increasing amounts of computer-related technology, teachers are faced with many decisions about what software is best for a particular task, and what will assist students to learn better. The range and diversity of software available to schools has increased to such an extent that it is not possible for teachers to properly evaluate even newly released software. Some schools have attempted to overcome the problem of software selection by deliberately restricting the number of different types of software available to students. This paper reports on how one school has experimented with using MicroWorlds at several grade levels for activities such as drawing and painting, multimedia, making electronic presentations, as well as turtle geometry. The reasons for electing to use MicroWorlds were partly pragmatic and partly idealistic. The school had already purchased a school-wide licence for MicroWorlds in anticipation of it being used within the mathematics curriculum. Consequently the author was approached to assist teachers develop materials and activities that would integrate the use of MicroWorlds throughout all levels of the school. In addition, a number of teachers had attended short professional development sessions during which they had been introduced to some possible uses of MicroWorlds by primary school teachers and students. These teachers had returned to school and at a staff meeting had reported on what they considered the potential educational advantages of a school-wide focus on using MicroWorlds. Speakers at previous Eurologo conferences have reported on investigations into the use of Logo as a multifaceted learning tool by primary school students. Triantafillou et al. (1997) discussed learning based around computer-generated multimedia environments. At the same conference Gonzalez et al. (1997) reported using Logo to teach mathematics to first grade children. This paper reports on an attempt to combine these two approaches through the multimedia component of MicroWorlds. In addition, the activities described rely on ideas proposed by Harel &Papert (1991) and Harel (1991). These ideas relate to children developing learning packages to teach curriculum content to other children For four years teachers at an inner city primary school in Melbourne have been integrating Logo activities into their curriculum. Recent activities involved students using cameras and scanners to incorporate digital images into MicroWorlds software to create projects in mathematics and studies in society and the environment 115 (SOSE). MicroWorlds is one of the first computer packages students in this school come into contact with, and its use continues throughout all grade levels. Composite preparatory grade (5 year olds) and grade 1 (6-year-olds) classes commence organised learning activities using MicroWorlds in the second half of the school year. While the majority of these preparatory and grade 1 children know the English alphabet and can recognise the letters, most struggle to locate letters on a computer keyboard. In an effort to reduce the amount of typing required of the children, procedures are written to enable a single key press to move or rotate the turtle. Computers have become common place in Australian primary schools, but the ratio of students per computer remains high. Shears (1996) surveyed a representative sample of nearly 200 schools throughout the state Victoria. Primary schools that participated in this survey had an average of 18 students per computer used for teaching. This compares unfavourably with the ratio of 8:1 for secondary schools in the survey. In the three years since this survey was published many schools have reduced this ratio, with some achieving 1 computer for teaching purposes to every 4 students in the school. The school involved in the project described in this paper has three desktop computers per classroom [approximately 27 students per class] and a room containing 15 desktop computers. In this school there is one computer for teaching purposes for every six students. As well as having a high ratio of students to computers, many primary schools also have computers that are virtually obsolete. While the majority of primary classes have 1 or 2 computers in their room, often this hardware and the associated software is more than five years old. Many primary schools still use numbers of Apple IIe computers, together with more recent Macintosh or Windows machines. The school in this project has older Macintosh and I-Mac computers in classrooms and new I-Mac computers in the computer room. 2 Why multimedia? Traditionally education has been a very linear process, often evidenced by scope and sequence charts displayed in curriculum documents and textbooks. As educators at the commencement of the twenty-first century we understand and accept that there is not just a single path between the cognitive stage a learner is at now and where they might be following the acquisition of new knowledge. Technology enables and encourages both teachers and students to explore a variety of differently sequenced paths. Among the types of media commonly used in teaching are text, sound, still graphics, and moving graphics. Multimedia is a term usually applied to computer programs that employ several of these types of media. While most multimedia programs use text, it is used much less than in traditional styles of teaching. Multimedia software can be categorised as being predominantly one of the following: An information resource tool that provides learners with access to electronic forms of information. Encyclopaedias, databases, expert systems, and the Internet are examples of software in this category. An authoring tool that enables students to manipulate, process, and present information. Programs for drawing, painting, word processing, publishing, and presenting are included in this category. Tools with which learners can construct knowledge and meaning through exploration and problem solving. Simulations and microworlds exemplify this category. In many primary schools, teachers at each grade level design their teaching activities to fit into an overall theme. Each theme might last for one term, and teachers aim to integrate as much of the curriculum as possible into the theme. Themes used over the past two years include “local heritage”, aboriginal culture” and “communications”. The school also planned themes on a school-wide basis so that students came into contact with a wide variety of themes over the seven years of primary schooling. The school involved in this project has a network of Macintosh computers. Children from grades 2 to 6 have become very adept at connecting to the appropriate server in order to retrieve and save their work. Depending on grade level, the school has up to four desktop computers in each, as well as 15 computers in one section of the library. In general all classes are composite grades, that is they contain students from two or more grade levels. 116 3 MicroWorlds and curriculum learning outcomes Studies of Society and the Environment (SOSE) is a curriculum area that brings together subject areas such as history, geography and sociology. The relevant SOSE curriculum document suggests activities for students that include making time-lines, exploring cultural heritage in the vicinity of the school, and investigating how members of the local community communicate with each other and with people outside the community. It is possible to integrate many mathematically related activities into SOSE topics. As part of a theme on local history and heritage, grade 4 students were taken on a walk that included visits to a number of historical sites and buildings not far from the school. Cameras, both digital and film, were used to record images that children thought were of sufficient importance to be included in a MicroWorlds multimedia project they would complete back at school. For this project it was decided that every group would use a scanned map of the area around the school as a background for the title page. Some groups used the map simply to mark the location of sites or buildings mentioned in their project. Other groups were more adventurous and programmed figures from the shapes page of MicroWorlds to move to particular locations on the map and then to automatically open a page containing information about what they had observed at that location. Students in a composite grade 5-6 developed a dynamic time-line in MicroWorlds as part of a theme on Australian history. The original design brief given to students was for a multi-page MicroWorlds project that included a time-line on the first page, with electronic links from events marked on the time-line to other pages. During the time students working in groups of 3 or 4 were developing this project, one group came up with the concept of an automated presentation. With help from the author they produced a time-line with four historical events in Australian history marked on it. A shape, a sailing ship from the shapes page, moved along the time-line and when it reached one of the marked events it automatically opened up the appropriate page containing information about the event. When the user had finished looking at the page they had a choice of quitting or continuing. When the choice was to continue they were taken back to the first page and the ship continued to move along the time-line to the next event. As happens so often when classes use Logo, these children shared their ideas, findings and procedures with the rest of the class, with the result that eventually most groups developed some form of dynamic time-line for their project. All groups produced a multi-page MicroWorlds project with buttons linking pages. 117 Table 1: Sample statements from Mathematics curriculum (Board of Studies, 2000) Grade levels Curriculum focus Learning outcome Grades 1 & 2 2.3 Construct recognisable representations of shapes seen or described. draw rectangles (including squares), triangles, rhombuses (diamonds) and hexagons freehand and with a ruler use a computer drawing package to construct, copy and combine simple shapes 3.6 predict and then test whether shapes are congruent (e.g. one part of a visual design compared to another part) Grades 3 & 4 MASPS203 MASPS306 Copy and create simple patterns involving translating, rotating use multiple copies of a shape to decide if it will and reflecting multiple copies or will not tessellate of a shape and informally use simple drawing equipment or a computer describe the transformations drawing package to construct, copy and combine used. simple shapes including the use of flips and rotations 3.7 4.3 draw and explain lines of symmetry on regular two-dimensional shapes use a computer drawing package to complete designs with lines of symmetry find paths on simple maps and mazes (for example, computer generated mazes). MASPS307 Identify symmetry in regular two-dimensional shapes. Grades 5 & 6 MASPL403 Visualise and find paths to satisfy specifications on maps, grids and mazes. In addition to integrating mathematical activities into SOSE or science themes, there are many mathematics learning outcomes that can be approached through MicroWorlds. The first step is for children to become confident users of the basic commands of Turtle Geometry. Then they are introduced to the concept of producing an electronic project with MicroWorlds. With grades 3 and 4 the first mathematics project consisted of three pages - a title page and two pages that contained patterns constructed from common polygons. The children were also expected to write some comments about their pattern in a text box. In some cases the comments related to mathematical concepts such as symmetry, and in other cases to the perceived aesthetics of the pattern. Children from grades 5 and 6 also designed and produced a project on the theme of mathematical shapes. Their projects focussed on applications or occurrences of mathematical shapes in the world outside the school building. Topics for projects included tessellations, shapes in nature, and triangles based on scaffolding around a building being renovated. The children had previously imported images from a digital camera into a word processing program and a multimedia program. When they learned that images could also be imported into MicroWorlds, several groups included relevant camera images in their project. There are many instances in the Mathematics curriculum where computer use is either specified or strongly implied. Examples can be found in the Chance and Data, Space, and Number strands at all grade levels from 2 to 10. Examples of Logo related learning outcomes and curriculum foci from the Mathematics curriculum at different grade levels are given in Table 1. 118 4. Classroom implementation Based on the first of the learning outcomes listed above in Table 1, children can use MicroWorlds, or any drawing software package, to produce a collection of different shapes. There is little of mathematical value if the teacher leaves this activity at the drawing stage. It is critical that the mathematical concepts students have been using while generating their shapes are made explicit, and explained and defined whenever necessary. Learners can be asked to describe their shapes, and be guided by the teacher to focus on mathematical properties. For example, if students claim to have drawn a rectangle, they can be asked to give mathematical reasons why the shape is not a square or a triangle. Using MicroWorlds or the “autoshapes” component of MS Word, students can be guided through the four stages in the “technology process” as defined in the Technology curriculum (Board of Studies, 2000). The four stages - investigation, design, production, evaluation – are both conceptualised and practised as being cyclic or inter-connected rather than as being linear. A typical task set for students might be to find out which straight-sided shapes can be drawn using the given software, to use these shapes to sketch the design for a pattern or representation [for example of a house], and then to produce an electronic copy of the pattern on a computer. Again the teacher should question students at all stages of the process. There are several different models for questioning that teachers might follow. In recent years teachers in Australian schools have returned to Bloom’s taxonomy (Bloom, 1956) and Gardner’s (1993) multiple intelligences as preferred models. The work of both Bloom and Gardner can assist teachers to ask questions and set tasks that cognitively challenge students. Even relatively young students can be challenged to respond to “Why is this shape a square?” rather than “Show me a square you have drawn.” At a different level, a composite grade 5 and 6 used MicroWorlds to explore mathematical properties of squares and rectangles. Links were established between sections of Logo procedures used to produce a shape and mathematical properties of that shape. For example, squares were drawn using a structure that repeated four times move forward a set distance then turn ninety degrees. This produced a different shape, and consequently some different mathematical properties, to a structure that repeated twice the steps move forward first distance then turn ninety degrees then move forward second distance and finally turn ninety degrees in the same direction as the previous turn. Leron (1987) has succinctly explored and discussed these and other links between mathematical properties and Logo programming. Tessellations and tiling offer further opportunities to use MicroWorlds to integrate mathematics with other curriculum areas. The initial motivation could be common bathroom tiles or some of the beautiful Islamic tiling patterns that are readily available in books, posters, and on the web. Children create multimedia projects by designing their own tiles and comparing them with examples from real life which can imported into MicroWorlds as sketches or photographs. As an extension activity students explore the wonderful world of Mauris Escher and his concept of changing or metamorphosing tessellations. 5 Sample design briefs involving multimedia At the end of this paper are some sample MicroWorlds design briefs or worksheets. For teachers the concept of design briefs comes from the Technology curriculum document (Board of Studies, 2000). As part of the process of teaching technology teachers are encouraged to develop design briefs to clarify for students the nature of the task set and ways of knowing when they have succeeded. The design briefs included have been prepared for teacher professional development courses, but all the activities have been tried by several hundred students in several Victorian schools. The first page is for learners and the second for teachers. 119 6 Concluding remarks School education in 2001 encompasses significantly more than the traditional reading, writing and arithmetic. These traditional or basic areas of study have not lost their importance, although they are sometimes taken for granted in affluent, developed societies. The introduction and integration of learning technologies into schools has diversified both the process and practice of becoming literate and numerate. In today’s schools teachers and students have access to computer software that enables learners to construct educational projects at almost level of sophistication and in any subject area. MicroWorlds and other software packages that bring together Logo concepts and multimedia offer a superb opportunity for learners to experience a different embodiment of the content they are learning. Such software allows the mode and procedure of learning to be of the new century even when the content is not. 7 References Bloom B (1956) Taxonomy of Educational Objectives Longman, London. Board of Studies (2000) Curriculum and Standards Framework II Mathematics Board of Studies, Carlton Vic. Board of Studies (2000) Curriculum and Standards Framework II Technology Board of Studies, Carlton Vic. Gardner H (1993) Multiple Intelligences: The Theory in Practice, Basic Books, New York. Gonzalez G Kriscautzky M and Martinez P (1997) Logo: A mathematical message in Turcsanyi-Szabo (ed) Learning and Exploring with Logo, Proceedings of the Sixth European Logo Conference Budapest, 122-127. Harel I (1991) Children as Designers: Interdisciplinary Constructions for Learning and Knowing Mathematics in a Computer-rich School Ablex Publishing, Norwood. Harel I and Papert S (1991) (eds) Constructionism Ablex Publishing, Norwood. Leron, U. (1987) On the mathematical nature of turtle programming. Logo Exchange, 5(9), 13-15. Shears L (1996) Computers and Schools, Australian Council for Educational Research, Melbourne Vic. Triantafillou S Pixton J Kallenbach K Kallas I Turcsanyine M Pintelas P and Nikolova I (1997) MATCh: A multimedia authoring environment for children in Turcsanyi-Szabo (ed) Learning and Exploring with Logo, Proceedings of the Sixth European Logo Conference Budapest, 80-84. 120 Appendix 1: Sample mathematics design brief random probability with a bias Design brief Use MicroWorlds shapes to design a race. Instead of you deciding who will win the race use random commands in your procedure so that the winner is decided randomly. Some issues that might arise include: creating a starting line setting all shapes so they are at the starting line starting all shapes at the same time having a finishing line or point announcing the winner Clues Normally a shape would be moved by using command such as fd 8 wait 1. To make this completely random use something like fd random 10 wait random 3 for each shape. One person should answer these questions for the group. What was your plan for the race? Did you achieve your plan? What was the hardest thing you had to do for this project? What was the easiest thing you had to do for this project? What did you learn while completing this project? 121 random probability with a bias Teacher’s notes Mathematics C&SF learning outcomes Level Strand/substrand 3 Chance & data - chance 3 Chance & data - chance Learning outcome Use simple techniques for random selections Design a simple [computer] device to produce a specified order of probability An extension activity is for the procedure developers to alter the probability of winning so that one event is more likely than any other. For example in a race one shape could have and increased fd value or a decreased wait value. If a coin toss or die roll is being simulated then the probability of one possible event occurring can be increased. Alterations to the probabilities are made in secret so that the procedure can be run for students not in the development group to determine which event is now most likely to occur. Sample biased alteration for COIN procedure: ifelse 1 = random 3 [pr “heads] [pr “tails] This will cause tails to occur twice as often as heads. The procedure randomly selects 0 or 1 or 2, and calls it heads if a 1 is selected and tails if when ever a 0 or 2 is selected. 122