Year 2 Unit 2D Routes: controlling a floor turtle Contents Medium-term plan Background notes Lesson 1 Lesson 2 Lesson 3 Lesson 4 201 202 Skittles Lesson plan Notes Resource sheet: control panel Activity sheet 204 205 206 207 What shape? Lesson plan Notes Resource sheet: demonstrate sequence of instruction cards Activity sheet 210 211 Do it again! Lesson plan Notes Activity sheet 212 213 214 Treasure island Lesson plan Notes Resource sheet: treasure map Resource sheet: directions Resource sheets: features Resource sheet: place names Activity sheet 215 216 217 218 219 227 228 208 209 Flashcards © 2004 LCP Ltd. Copies may be made for use within the purchasing institution only. 229 LCP ICT Resource Files KS1 Years 1 & 2 • 199 • What shape? 2 © 2004 LCP Ltd. Copies may be made for use within the purchasing institution only. LCP ICT Resource Files KS1 Years 1 & 2 4 2d, 4a, 5b, 5c 2c, 4a, 4b, 5b to develop and record sequences of instructions to control the floor turtle, and predict test results • • • pattern repeat bracket direction finish sequence instructions position start point Roamer left right forward backward clear memory predict modify sequences of instructions for moving along a route in straight lines and round right-angled corners • develop and record • can be repeated programme the floor turtle to repeat instructions • recognise that instructions programming the floor turtle sequence of instructions • check their predictions by • predict the result of a programming the floor turtle • check their predictions by different instructions • predict the results of the floor turtle • enter instructions to control devices follow instructions • recognise control devices • recognise that control Learning outcomes Children: Some children will have progressed further and will: produce an accurate set of instructions with little need for amendment; incorporate instructions that involve difficult angles other than 90 and 180 degrees; accurately predict results of a set of instructions by identifying patterns numeracy geography design and technology literacy history art numeracy design and technology art geography numeracy science design technology numeracy Cross-curricular links Some children will not have made so much progress and will: produce a set of instructions but make mistakes with directions and distances; incorrectly predict or guess the results of a set of instructions that instructions can be repeated that devices can carry out repeated actions and follow stored instructions to use the repeat key to produce symmetrical shapes • • Most children will: produce an accurate set of instructions but will need to amend them to make them correct; combine three forward movements into one by adding units together; accurately predict the results of a set of instructions Treasure island Programming pathways into a floor turtle 3 Overview expectations for end of unit Creating repeating patterns using a floor turtle Do it again! that instructions can be sequenced for more complicated tasks to enter a sequence of instructions • • • that control devices must be programmed that control devices follow instructions which can contain numerical data to use the appropriate keys to make the floor turtle go forward, backward, left and right. • Core vocabulary 4:10 PM 2c, 4a, 4b, 4c, 5b 2c, 4a, 5b, 5c Learning objectives Children should learn: 10/8/05 Predicting shapes and drawing shapes using a floor turtle Skittles Entering instructions into a floor turtle ICT NC links Medium-term plan for Unit 2D: Routes: controlling a floor turtle Title of lesson and key theme Unit 2D 1 Lesson Year 2 ICT KS1 RF Y2D 198-231 Page 201 • 201 • Year 2 Unit 2D Routes: controlling a floor turtle Background notes Unit outline In this unit, children learn how to create, test, modify and store instructions to control the movements of a floor turtle. They learn to program the floor turtle to move around by using single instructions, a sequence of instructions and repeated sequences. graphics and text. There is a wealth of advice, training, teaching ideas and resources on the Valiant website which we found at: http://www.valiant-technology.com/ The unit will develop children’s understanding of programmed devices used outside school. Press twice to cancel memory. Centre hole for a pen to draw the path of the Roamer or to support a platform Children should be able to apply what they have learnt in this unit when working with shape and space in numeracy and using devices in design and technology. Direction arrows: forwards, backwards, left turn and right turn Press to start program. Procedures National Curriculum Programme of Study Repeat Developing ideas and making things happen 2 Pupils should be taught: c how to plan and give instructions to make things happen d to try things out and explore what happens in real and imaginary situations. Reviewing, modifying and evaluating work as it progresses 4 Pupils should be taught to: a review what they have done to help them develop their ideas b describe the effects of their actions c talk about what they might change in future work. Breadth of study 5 Pupils should be taught the Knowledge, skills and understanding through: b exploring a variety of ICT tools c talking about the uses of ICT inside and outside school. Cancel last enrty. To play music: length of note (1–8): pitch of note (1–13, 14 silent note) How to control and program the Roamer: some reminders Roamers have two types of memory. The Go memory to program temporary sequences. These sequences of instructions can be repeated but are not held in the memory of the Roamer once a new sequence is programmed. • Procedures memory to program more permanent • The sequences that can be re-called and used ‘inside’ more Software To complete the tasks in this unit you need programmable floor or desk-top robots specifically designed for young children. (The QCA document refers to these robots as ‘turtles’ but they are the same thing! ) PIP and PIXIE from Swallow Systems are programmable vehicles for use in schools. Each is a rectangular box with wheels underneath and a keyboard on top. Roamer from Valiant Technology Limited is a dome-shaped floor robot that can be programmed to move through a pre-determined course either by entering a series of instructions into the memory or ‘teaching’ the Roamer a sequence as a procedure. The following teaching resources have been created using a Roamer. If you intend to use a different floor or tabletop robot you may need to adapt the resources and insert appropriate • 202 • Wait S T and M buttons control external motors or lights and program attached sensors. We don’t need these buttons for this unit. LCP ICT Resource Files KS1 Years 1 & 2 complex programs. Turning in right angles When working with young children, the Roamer should be programmed to turn in right angles rather than degrees. Enter the sequence shown here: The robot will continue to turn in whole right angles until the Roamer is either switched off or re-programmed to again turn in degrees. We suggest you place a little bit of sticky tape over the on/off switch so children do not accidentally switch the Roamer off during a lesson! Now will turn the Roamer 2 right angles to the left. © 2004 LCP Ltd. Copies may be made for use within the purchasing institution only. Year 2 Unit 2D Routes: controlling a floor turtle Background notes (cont.) The Go memory To teach the Roamer a temporary sequence of instructions: clear the memory (perhaps of the last sequence) by pressing CM twice; Remember Roamers are programmed to move forward and backward in units of the Roamer’s own length. This makes it easy to create mazes or work on number lines that are exactly designed for the Roamer. We have also used the term ‘roamers’ to describe this length, for example, ‘forward 3 roamers’. You can also re-program the Roamer to move backwards and forwards in different units of length. • • enter left 2, forward 1, left 2, forward 2 and Go. Adapting the resources If you are using a different robot you will need to adapt the resources. To adapt the resources for the lessons in this unit, you will need to change the screenshots on the relevant prompt sheets. For digital pictures Take a digital photograph of the control panel of the tabletop of floor robot you are using and insert your picture from a file (Insert – Picture – From File). The Repeat process To teach the Roamer to repeat an instruction or sequence of instructions: press ‘clear memory’ twice; • on R, followed by a number to make the Roamer • click repeat the following instruction a given number of times; the list of commands in a box by placing square • enclose brackets before and after. For full screen graphics Prepare the screen you wish to copy. Press the Print Screen or Prt Scr key on your computer keyboard. Left-click into the prompt sheet documents. Paste the full screen image from the clipboard, and resize and format the image. For parts of screen graphics: Prepare the screen you wish to copy. Press the Print Screen or Prt Scr key on your computer keyboard. Left-click into the prompt sheet documents. Paste the full screen image from the clipboard, crop the image using the Crop tool on the Picture toolbar, and resize and format the image. The Procedures memory To teach the Roamer a procedure that can be used inside another procedure; press ‘clear memory’ twice; • the procedures button followed by a number, for • press example P1; repeat and brackets to write a sequence of • use instructions. For example, P1 R3 [forward 4, right 1] Now each time P1 is pressed the Roamer will follow the instruction in Procedure 1. © 2004 LCP Ltd. Copies may be made for use within the purchasing institution only. LCP ICT Resource Files KS1 Years 1 & 2 • 203 • Year 2 Unit 2D Lesson 1 Skittles Lesson plan This lesson introduces the whole unit. Learning objectives Learning outcomes Vocabulary Children should learn: Children: • recognise control devices; • recognise that control devices follow instructions; • enter instructions to control the floor turtle; • predict the results of different instructions; and • check their predictions by programming the floor turtle. Roamer left right forward backward clear memory predict modify • that control devices must be programmed; • that control devices follow instructions which can contain numerical data; • to use the appropriate keys to make the floor turtle go forward, backward, left and right. Introduction Pre-program the Roamer to follow a path through a set of skittles placed on the classroom or hall floor and demonstrate the Roamer following the route. Ask the class how the Roamer knows where to go. Explain that it is following instructions and cannot do anything but follow those instructions. Demonstrate this by moving one of the skittles so the Roamer knocks it down. Cover these points. The Roamer: is not ‘alive’; • only do what it is instructed to do and will follow • can instructions exactly. Discuss other devices that follow instructions, for example, washing machines, and explain to the class that they will learn how to program the Roamer to follow instructions. Demonstrating the skills the basic instructions followed by the floor • Discuss turtle using the control panel graphic (2D-1control • • panel.doc or Resource sheet: control panel on page 206) and the appropriate flashcards. Emphasise the need to clear the memory and to enter instructions one at a time. Place skittles in front of, behind and to the left and right of the turtle. Explain that the floor turtle has no eyes and that it will need to be told how many ‘roamers’ to travel to knock down one, two or all of the skittles. Ask the children to predict the instructions that will be used to knock down one skittle and record the predictions on a flipchart. • 204 • LCP ICT Resource Files KS1 Years 1 & 2 a prediction by programming the Roamer to • Check knock down one of the skittles. the children to predict the instructions that will be • Ask used to knock down two skittles and record the • • predictions on a flipchart or using the cards on the resource sheet. Check a prediction by using it to program the Roamer to knock down two of the skittles. If necessary, modify the sequence of instructions to successfully knock down two skittles. Activity the children predict the instructions that will • Inbegroups, used to knock down one, two, three or all four skittles and record the predictions on the activity sheet. check a prediction by programming the Roamer • They to knock down the skittles. modify the sequence of instructions (if necessary) • They and record their changes on the sheet. able children could consider how to make the • More task more difficult for the Roamer. Finishing off Compare the experiences of the groups and discuss any differences. Which instructions were more likely to successfully knock down the skittles, and why? What common mistakes did the Roamer make? How were the groups able to make the task more difficult for the Roamer? © 2004 LCP Ltd. Copies may be made for use within the purchasing institution only. Year 2 Unit 2D Lesson 1 Skittles Notes Resources and preparation You will probably have to print additional copies of the directional arrows, the ‘clear memory’ and the lower numbers when making up the sets of cards for each group. You will need: copies of the instruction cards to make • enough sufficient sets for each group; version of the control panel loaded onto • anyourelectronic demonstration computer (if you are using a large Some of the other instruction cards, for example, music, repeat and brackets, will be useful in later lessons and the complete sets of cards could be used in later units. demonstration screen) or printed copies for the children to share; Management issues • • a large space; • sufficient Roamers for the class to use; • vocabulary flashcards. a flipchart or a way of displaying the instruction cards; may need to borrow additional Roamers from other • You schools in the area, a local teacher’s centre or a local Higher Education institution that trains teachers. If this is not possible, then the activity can be set to groups as part of a carousel of activities. • Check the batteries of the Roamers before the lesson. • We would suggest mixed ability groups for this task. a point of leaving enough time for discussion at • Make the end of the lesson to bring out the idea that it is The instruction cards can be used to illustrate the flashcard vocabulary during whole-class teaching and also used by the children to predict the order of operations. part of the task for the Roamer to make mistakes and that we can then modify the instructions so the Roamer will ‘get it right’. Further ideas could look on the Internet for pictures of • Children robots that follow sets of instructions, for example, car assembly lines, Mars rover vehicles, bomb disposal devices. are many Internet sights that explain how things • There work. Some are appropriate for young children and others are useful for photographs and illustrations. Your notes © 2004 LCP Ltd. Copies may be made for use within the purchasing institution only. LCP ICT Resource Files KS1 Years 1 & 2 • 205 • Year 2 Unit 2D Lesson 1 Skittles Resource sheet: control panel • 206 • LCP ICT Resource Files KS1 Years 1 & 2 © 2004 LCP Ltd. Copies may be made for use within the purchasing institution only. Year 2 Unit 2D Lesson 1 Skittles Activity sheet Names Remember: Layout of skittles Predict © 2004 LCP Ltd. Copies may be made for use within the purchasing institution only. LCP ICT Resource Files KS1 Years 1 & 2 Modify • 207 •