Computing Lesson Plan Using Mission Simulation Resource – Control and Programming (Year 4-5) – Falcons 2013-14 The Mission Control Simulation is a classroom resource designed to introduce and develop essential knowledge and skills required for understanding the concepts and use of Control Technology. Mission Control presents a series of carefully structured activities for pupils to explore using on-screen simulations. No additional control equipment is required, however much of the work can be easily adapted to standard control equipment such as the NXT Robot. Assessment of ICT Capability for Control/Programming Predict, estimate and create a set of instructions to control devices and achieve specific outcomes using an on screen turtle. E.g. Control a floor robot, or software to move between two or more fixed points involving distance and turn. Predict and test short sequences of linked instructions to achieve an intended outcome. Use an on screen turtle to explore and understand the impact of changing variables. E.g. Use a floor robot, or software to navigate a map or create a drawn shape. Create, predict and test short sequences of linked instructions to achieve an intended outcome. Use an on screen turtle to explore and understand the impact of changing variables. E.g. Children use logo or a robot to create a pattern using a range of same sized squares or other shapes. KS2 New Program of Study: Pupils should be taught to: Design and write programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts. Use sequence, selection, and repetition in programs; work with variables and various forms of input and output; generate appropriate inputs and predicted outputs to test programs. Use logical reasoning to explain how a simple algorithm works and to detect and correct errors in algorithms and programs. Understand computer networks including the internet; how they can provide multiple services, such as the World-Wide-Web; and the opportunities they offer for communication and collaboration. Describe how internet search engines find and store data; use search engines effectively; be discerning in evaluating digital content; respect individuals and intellectual property; use technology responsibly, securely and safely. Select, use and combine a variety of software (including internet services) on a range of digital devices to accomplish given goals, including collecting, analysing, evaluating and presenting data and information. Some children will not have made as much progress Most children have met the expectation through the following experiences (Level Score 2-3) Some children will exceed the expectation (Level Score 3-5 depending on extension work) (Level Score 1-2) Capability Statement: Control and Sensing: Explore and understand the impact of changing variables. Refine instructions to improve the efficiency (procedure) of the instructions they have created. Be able to control simple input and output devices. Modelling & Simulations: Use ICT based models to explore variables to solve problems. Recognise and discover patterns and relationships. Hypothesise “what would happen if…?” Control concepts introduced: Output; sequence of instructions; on/off switches. The Juicy Drinks Machine: In this challenge, pupils have to use Professor Roberts’ drinks machine to fill a cup of juice and put the lid on. The machine is broken, and to fix it the wires have to be connected to the outputs. It is vital that the different stages of the task are done in the correct order and that the switches are turned off at the correct times! (One level on this activity) Control concepts introduced: Computer controlled outputs to control a machine. Control concepts introduced: Inputting commands; sequencing commands. Lifting the Heavy Box: In this challenge, pupils have to use the lifting machine to load Dr Esme’s box into the back of the hoverheli. After connecting the wires, an on-screen computer is used to control the machine. It is important that the outputs are turned on and off in the correct order. At level 2, the tower starts to the right and the lift starts in the up position, so these must be moved before pupils will be able to load the box. South Temple Maze: Dr Esme’s machine, Rover, needs to be programmed so that it can find its way through the South Temple Maze. A control panel enables pupils to give commands to Rover. A map of the maze helps with plotting the correct route. The complexity of the maze and the route through the maze relate to the level of difficulty at which the pupil is working. Control concepts introduced: Time delay; creating and running a control program; sequencing commands. Control concepts introduced: Sequencing instructions; creating, inputting and testing control programs. Control concepts introduced: More complex sequencing; reinforcement of the control program concept. Control concepts introduced: Motor outputs; forward/backward movements; repeating instructions. The Chemical Store: In this task, pupils need to make sure that the poison trucks are moved safely to the recycling tank without polluting the river. In part one, the mouse is used to carry out one instruction at a time. In part two, pupils need to write a program for the computer to control all the lifts and doors in the correct order. At level 2, there are different, more complex screens. The North Temple Maze: Pupils need to plot Rover’s route again, but this time through the North Temple Maze. A program needs to be devised and entered into Rover’s control panel and then tested. At level 2, the route through the maze, and therefore the control program required, is more complex than level 1. Switching the Robots Off: In this challenge, pupils are under attack from a robot. A set of coloured lights can be used to deactivate the robot. Pupils need to devise a control program to ensure the lights are switched on and off in the correct order and for the correct duration. At level 1, there are two lights in the sequence, whereas in level 2 there are three. Building the Bridge: This task involves controlling Gomez’s machine to build a bridge to the island. The machine, which is controlled by the user’s computer program, builds the bridge by dropping stones one-by-one onto the supports. It is important that the delays are set carefully, so that the stones are not placed on top of each other or too far apart. Level 2 involves moving the machine backwards. Control concepts introduced: “What if” concept; feedback from and response to sensors. Bubble and Steam Sensors: In part one of this challenge, pupils must find out how the chemical packaging machine works, then change the program to add crystals which will make the chemicals safe. The machine works by using two sensors which detect steam and bubbles. In part two, Gomez’s programs have to be changed so that the machine will add forest crystals to the chemicals. At level 2, there are more lids to put on the jars. Control concepts introduced: Reinforcement of “What if” concept; “Repeat Forever” instruction. Heat Sensor: In this challenge, pupils have to use a heat sensor and some coloured lights to check which of the pipes leading to the control room are too hot, and which one is safe to go down. A control program needs to be devised to turn a red light on if heat is detected, and off if the heat source is removed. It is also important to make sure everything is done in the correct order and that the program is being repeated enough times. At level 1, one bulb is to be turned on when there is heat, and off when there is no heat. Whilst difficult, there is plenty of help available at this level. Level 2 is much more difficult as two bulbs are used. One bulb has to be turned on if there is heat and off when there is no heat. The other has to be turned off if there is heat and on if there is no heat. At this level, there is much less help available. Pupils attempt level 1 first for this activity. Mission Control General Objectives: The Mission Control Simulation is a classroom resource designed to introduce and develop essential knowledge and skills required for understanding the concepts and use of Control Technology. Mission Control presents a series of carefully structured activities for pupils to explore using on-screen simulations. No additional control equipment is required, however much of the work can be easily adapted to standard control equipment such as the NXT Robot. Summary of the Adventure: The land of Azon, on the planet Oglo, is in deep trouble. The wicked scientist Gomez has escaped from prison and, with the aid of his evil robots, is causing extreme environmental damage. The dangerous chemicals they produce are polluting the rivers and killing the wildlife. He must be stopped before the last remaining rainforest on Oglo is destroyed! Before the children can embark on the mission to thwart Gomez, they are called to an important meeting with Professor Roberts. But they first have to work out how to fix the Professor’s broken drinks machine and dispense themselves a drink before the meeting starts. This task will introduce the importance of giving instructions in the correct order, which will prove crucial to the later stages of the adventure. At the meeting with Professor Roberts, the children will learn that Dr Esme, a scientist on Echo Island, has reported that Gomez is responsible for the production of the dangerous chemicals that are threatening the planet’s fragile ecosystem. The challenge for the children is to find out more about what is going on and do what they can to bring Gomez to justice. With Professor Roberts they travel to Echo Island to find Dr Esme, but after a few exciting incidents Professor Roberts goes missing and it is up to the children, with Dr Esme, to save the land of Oglo. The immediate task before them is to load up the hoverheli using a lifting machine so that they can explore the island. Once in the hoverheli, the players explore the island in search of a temple used by Gomez to store his dangerous chemicals. Dr Esme’s robot, Rover, needs to be guided through the Temple Maze, and when the chemical store has been located, a computer must be programmed to control the disposal operation. The journey continues with many further tasks and adventures until finally the rainforest police round up Gomez so that the island can be returned to its peaceful state. Logo and Problem Solving Logo is a simple computing language that was originally designed for the teaching of mathematical ideas to children through computer programming. However, its flexible nature allows Logo to be used creatively and imaginatively as a teaching and learning resource across many different subject areas. It lends itself especially to problem solving. The use of Logo in the classroom usually begins with concrete representations (floor turtles or robots) and progresses to words and more abstract concepts (screen turtles, simple command line programming, repeating routines, etc). It is intended to be easy to learn, read, and use, but also powerful and able to cope with complex problems. The learning of Logo can be useful in helping to develop thinking skills that can be transferred to other contexts. Logo can also be an effective vehicle for the development and use of problem solving strategies, particularly in a collaborative or supportive environment. The Mission Control V2 introduces and extends the use of Logo and encourages the development of the skills required for effective problem solving. Using Mission Control V2 to Develop Problem Solving Skills The Mission Control V2 provides a solid focus for problem solving in Mathematics and ICT at Key Stage 2. The activities and challenges are closely linked to the guidelines set out in the National Curriculum and aim to develop the skills needed for efficient and effective problem solving. The format of The Mission Control V2 lends itself well to group work, encouraging children to collaborate and discuss their ideas and methods of solving the problems they encounter in the program. There is an emphasis on ‘What if…?’ which allows children to explore and test possible solutions, encouraging them to follow a logical cognitive process until the problem has been solved. As well as planning the order in which the instructions need to be written. Estimation is a key factor in The Mission Control V2. The National Curriculum for England requires children to be able to use mental estimation in problem solving situations. In many of the activities, the program encourages users to estimate distances and angles, as well as predict outcomes. When using Logo commands, there is often the option to reset or restart. Pupils should be encouraged to approach the challenges with flexibility – all activities can easily be repeated until the correct solution is found. This format encourages children to explore and test multiple methods of solving a problem. This helps them to extend their recognition and general skills of deciding what will and won’t work when faced with other problem solving situations. The program also encourages children to consider the functions of repetition and rotation when applied to a shape. LOGO PROGRAMMING TECHNIQUES Progression in ICT Capability Year 4 Be able to create simple procedures and use these to create rotational and linear patterns. Explore and understand the impact of changing variables. Refinei nstructions to improve the efficiency (procedure) of the instructions they have created. Key Objectives/ideas: That the screen turtle can be moved on screen That the screen turtle obeys the same language commands as the floor turtle That the screen turtle can be given commands to produce a specific shape on screen That instructions can be repeated That groups of instructions can be named That procedures can use other procedures Key Targest/skills: By the end of these lessons most children will be able to: Create a “flower” using one shape and rotating it Use the repeat instruction to duplicate the shape Change the angle of turn Vocabulary: Procedure Repeat Pen up Pen down Clear Resources: Softease turtle Logo Worksheets of sequences Using the resources which will be saved into their ICT folder, children will learn about how to use the Softease Turtle to control a “Virtual” robot. They will learn that the screen robot works in the same way as the beebot and roamer robots we have previously used in school. They will learn the terminology for the commands needed to control the turtle. They will link this to everyday objects that involve using instructions such as traffic lights, washing machines, robots that build things (cars etc). Success criteria Most children will be able to predict and test short sequences of linked instructions to achieve an intended outcome and to use the on screen turtle to explore and understand the impact of changing variables and create some crystal flowers using the shapes they have create. Some children will require support in order to predict, estimate and create a set of instructions to control devices and achieve specific outcomes. Some children will progress further and not only be able to predict and test short sequences of linked instructions to achieve an intended outcome and use the on screen turtle to explore and understand the impact of changing variables but be able to refine their instructions to improve the efficiency of the instructions they have created. Some children will be able to create more elaborate crystal flowers and combine more than one shape in their work. (Shapes Worksheet) Talk about how we have used the floor turtle in the past, what experiences they can remember. Introduce the screen turtle. Talk about the direction the turtle is facing and how it moves. Type in some instructions to show the turtle moving. Discuss spaces between command and number and the use of the return key. Introduce the clear screen command. Type in the instructions for drawing a square but use forward 50 instead of 4. Discuss the different step size that a screen turtle uses. Discuss the differences between using a floor turtle and a screen turtle. Remind children that instructions are relative. Explain that they are going to make the screen turtle follow a number of instructions. SQUARE - After explaining the “individual” instructions that can be given (see left). Give children Shapes worksheet and ask them to complete the shapes using the “repeat” function explaining that this saves them a lot of time and effort as the commands are much shorter and more efficient. Show how the square can be created using the command shown (left). Explain that they need to know how many sides the shape has in order to decide how many times the command needs to repeat. EQUILATERAL TRIANGLE - Repeat 3 [forward 50, right 120] ask the children why we need to repeat 3 ensure they understand this is the number of sides the shape has. REGULAR PENTAGON – Repeat 5 [forward 50, right 72] again ask about the number of sides. REMEMBER TO SHOW CHILDREN HOW TO TURN THE TURTLE SO THEY CAN START EITHER VERTICALLY OR HORIZONTALLY! ALSO REMEMBER THE CLEAR COMMAND! Enter the command REPEAT 4 [FORWARD 20, RIGHT 90, FORWARD 20, LEFT 90] before pressing enter and so creating the shape ask the children what shape they think these commands will make. Did anyone accurately predict these commands would make some STAIRS? ENSURE THEY SAVE EACH SHAPE BEFORE GOING ON TO THE NEXT ONE!!! For the SEN children they can use the keypad on yellow initially using the arrows and then see if they can use the keypad on green which has the commands already typed up so they just need to click the one required and change the number in the degrees of turn area. The green option could also be used by the lower core the children, although I would expect all core and extension children to be able to enter the commands manually. Task 1 Give the children LogoWorksheet 1 ask them to predict the shape that will appear on the screen when these instructions are entered by drawing their prediction on their sheets. Ask them to input the instructions to see if they were correct. Do the prediction parts of this activity as a Q and A task using the IWB; the children at the same time either agreeing or disagreeing with the classes ideas. can fill in their sheets Task 2 Show two examples of letters (e.g. E or M) that can be drawn with the only 45 or 90 degrees; draw these letters on the IWB. Demonstrate how to write produce the letters on screen. screen turtle using instructions to Using LogoWorksheet 2 ask the children to draw the first letter of their name on the grid and then get them to try to write the instructions for the screen turtle. If using the green keypad show children how to use pen up and pen down to move the turtle. If the children are able to create sequences to write their initials these must be saved and could be printed. Task 3 On screen demonstrate these simple repeat sequences i.e. Repeat 4 [forward 10, left 90] Repeat 3 [forward 15, right 120] Repeat 6 [forward 20, right 60] Repeat 360 [forward 1, right 1] Repeat 10 [forward 25, right 36] Discuss what we have learned so far regarding repeated sequences and demonstrate repeat 10 [forward 40, right 108] ask the children how many sides they think the shape will have. Show on the IWB what happens. Using Logo Worksheet 3 ask the children to predict what will appear on screen when the instructions are entered and then try out the instructions to see if they are correct. Logo Worksheet 4 – Writing Procedures– write the following procedures into the computer and save them: square, equilateral triangle, staircase, and pentagon. Show the children the screen turtle drawing a square, without using the written procedure. Move the turtle using pen up and pen down if appropriate and repeat the square. Explain how it would make things easier if the turtle could learn a word to draw a square. Tell the children I have taught the turtle four new words and demonstrate the one that draws the square. Show them how they could change the numbers in the procedure to make a bigger square. Let the class test all four procedures. Ask them to try changing the size of the sides and the steps. Using the same principle above create the other shapes, i.e. HEXAGON = REPEAT 6, FORWARD 20, RIGHT 60, END, SAVE etc. CIRCLE = REPEAT 360, FORWARD 1, RIGHT 1, END, SAVE etc. TRIANGLE – REPEAT 3, FORWARD 15, RIGHT 120, END, SAVE etc. SQUARE – REPEAT 4, FORWARD 20, RIGHT 90, END, SAVE etc. Now to start creating “Logo Flowers”. Logo Worksheet 5 After creating your procedure for Square, type anywhere on the page repeat 6 [square rt 60] and click on the “run procedure icon” the picture on the right is what should be produced. and Try the Hexagon input repeat 12 [hexagon rt 30] and see what happens this time… How about the Square input repeat 120 [square rt 3] Be patient the turtle has to work hard to create these patterns but you can get some really amazing effects. Children get a chance to create their own and save them. ALSO REMEMBER TO START IN A SENSIBLE POSITION ON THE PAGE!! It is important to keep the multiplications of numbers equal to 360. Those more capable can have a go at changing the fill colour. Using the details button to open window (on left) turtle trails can be filled in with a different colour. Pen down – if the pen is down and the turtle moves a trail is left. Click on the trail button to change the colour. Fill Trail colour - (Tick square next to fill trail and then click on the fill rectangle). Trail effects – lets you set the line style and line thickness for the trail. Plenary/Self-Assessment: What do you have to remember when programming the computer? (i.e. the computer is only a dumb machine – it needs to know everything and instructions have to be clear and accurate) What examples can you give, other than a computer of objects that are programmed? i.e. washing machine, remote controlled toys, mobile phones, sat navs, game consoles, weapons etc.) How can you find out more about programming to take the next step in your learning? What programming activity would you like to do next?