We are astronauts Unit 2.1 Programming on-screen 1 About this unit Software: Apps: Hardware: Outcome: Scratch, Kodu, Scratch Jr Hopscotch, Daisy the Dinosaur Programmable toy, such as a Bee-Bot or Roamer Too A Scratch (or similar) program in which a sprite moves around the screen UNIT SUMMARY In this unit, the children will build on work from Unit 1.1 – We are treasure hunters to program a sprite (such as a spaceship) to move around the screen. This unit acts as a springboard for programming in Year 3. CURRICULUM LINKS LEARNING EXPECTATIONS Computing PoS This unit will enable the children to: have a clear understanding of algorithms as sequences of instructions convert simple algorithms to programs predict what a simple program will do spot and fix (debug) errors in their programs. Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions. Create and debug simple programs. Use logical reasoning to predict the behaviour of simple programs. Suggested subject links Maths: Children will learn about the properties of position, movement and turning. They will also develop their understanding of angles as a measure of turning, using whole turns, half-turns and quarter-turns. English: Children will have the opportunity to use language associated with giving instructions. Art and design: Children could design their own spaceships and space backgrounds. D&T: Children could make a model spaceship. TRANSLATING THE COMPUTING PoS 12 The programs the pupils create are unlikely to work first time, and so they’ll need to debug (fix) these. One important technique, used repeatedly here, is to make a prediction, using logical reasoning, about where the spaceship will end up. In this unit, the pupils will have a number of problems to solve. They tackle these in two stages – firstly thinking carefully about the steps to follow (i.e. the algorithm), and then programming the spaceship to follow the steps as precise and unambiguous instructions, i.e. implementing their algorithm as a program. The spaceship then follows these instructions exactly. The assessment guidance on page 20 will help you to decide whether the children have met these expectations. VARIATIONS TO TRY While Scratch is recommended, the programming ideas could be adapted to other platforms such as Kodu, Daisy the Dinosaur or Hopscotch (the space theme would need modification). With some adaptation, the children could complete this unit using a sophisticated programmable toy, such as a Roamer Too or Pro-Bot. These toys allow the programming of non-right angled turns, a measured distance forward, and have a repeat function. Scratch has wide applications across the curriculum. For example, the children could program Scratch to design and draw shapes and patterns on a blank background; they could create instructions for an insect sprite to land on a named part of a flower to collect pollen; or they could instruct a car sprite to follow a route on a simple track or background map. 2 Getting ready THINGS TO DO Read the Core steps sections of Running the task. Decide which software/tools are most appropriate for use with your class. Download your chosen software/tools (see Useful links below). Ensure that Scratch is accessible from the school network. Watch the Software in 60 seconds walkthroughs for this unit (see the CD-ROM). Look at appropriate software tutorials. Think about the individuals and groups you have in your class. Could you use any of the Extensions on CD-ROM RESOURCES Software in 60 seconds – Scratch (1, 2 and 3) Space Scratch file Space clip art/images Unit poster – Exploring Scratch spacesim Pupil self-assessment information E-SAFETY If the children upload their finished projects to the Scratch website, they will need to create accounts and provide their parents’ or carers’ email addresses. The pupils should comply with MIT’s terms and conditions, as well as all relevant school policies. Remind the children about what to do if they encounter inappropriate material when using the web. Many schools operate a ‘turn the screen off/ turn the tablet over and tell an adult’ system. Scratch allows pupils to incorporate images from elsewhere; if they do so, they should use only public domain or Creative Commons licensed content, as discussed in Unit 1.4 – We are collectors. INCLUSION The children should be familiar with using a programmable toy before starting the unit. This unit requires some mathematical understanding. Some children may require extra support if they aren’t comfortable with numbers beyond 100. Programming makes considerable intellectual demands on pupils. Think carefully about grouping: mixed-ability pairs are recommended, but ensure both partners are developing their understanding. Pupils for whom English is an additional language are likely to be able to program Scratch in their mother tongue using one of the built-in language packs (use the globe icon at the top left). pages 14–19 to extend your more able children? Could you use any of the suggestions in Inclusion (see below) to support children with specific needs, e.g. SEN or EAL? Have you considered how a Teaching Assistant will support you and the children, if one is available? Liaise with colleagues about how you may be able to link this work to other areas of the curriculum. Make arrangements for using the school field, playground or hall for the introductory activity. THINGS YOU NEED Hardware/other resources – floor turtles/ programmable toys (such as Bee-Bot or Roamer Too) for Step 2 WWW USEFUL LINKS Software and tools Scratch is available from http://scratch.mit.edu. It is free to use online without registration. Alternative programming toolkits for this work include Kodu (Windows only: www.kodugamelab. com), Daisy the Dinosaur (iPad: https:// itunes.apple.com/gb/app/daisy-the-dinosaur/ id490514278) and Hopscotch (iPad: https://itunes. apple.com/gb/app/hopscotch-coding-for-kids/ id617098629). Bee-Bots are available from TTS: www.tts-group. co.uk/shops/tts/Products/PD1723538/Bee-BotFloor-Robot. Roamer Too is available from Valiant Technology: www.valiant-technology.com/uk/pages/ roamertoohome.php?cat=8&8. The Early Years keypad would suffice for this unit. Online tutorials Introductory Scratch tutorials: http://info.scratch. mit.edu/Video_Tutorials. Bee-Bot: www.youtube.com/ watch?v=52ZuenJlFyE. Roamer Too: http://vimeo.com/49152214. Information and ideas Audio and video of famous moments in space travel from NASA: www.hq.nasa.gov/office/pao/ History/40thann/videos.htm. Images and videos from NASA: www.nasa.gov/ multimedia/imagegallery/iotd.html. The Scratch community hosts projects uploaded by young programmers worldwide, as well as valuable discussion forums and online help. For more information, see the menu options at the top of the homepage (http://scratch.mit.edu) and the educator site at http://scratched.media.mit.edu. NASA article on the space shuttle’s computers: www.nasa.gov/mission_pages/shuttle/flyout/ flyfeature_shuttlecomputers.html. 13 14 Running the task – We are astronauts POSSIBLE OUTCOME FOR THIS STEP: Set the pupils the harder challenge of working out the instructions to get from ‘Earth’ to ‘Mars’ via the ‘Moon’. Ask pupils to plan a complete set of instructions in advance. They can again take turns as the spaceship and programmer. Ask other pupils to predict where they think the spaceship will end up after the instructions are followed. They could stand in the place they think it will arrive, with the child closest taking on the role of programmer for the next attempt. Explain that the steps to follow are an algorithm, and that on a real computer these would be implemented as a program. Explain that usually the hardest part of solving the problem is finding the right algorithm. Ask pupils to think carefully about what instructions would take a spaceship from ‘Earth’ to the ‘Moon’. Explain that they can use move (so many) steps and turn instructions. Can they plan out the whole of the trip? Taking it in turns to act the role of the spaceship, the pupils should try out their planned instructions. Can they make improvements to someone else’s algorithm (set of instructions) so that it works? Take the pupils into a big open space (such as the hall, playground or field). Designate one place as planet Earth. Use hoops to mark out the Moon and some planets, including Mars. Step 1: Being playground astronauts Core steps Encourage pupils to learn something about space travel for themselves. See some of the suggested links in Information and ideas (page 13) and Weblinks (page 21). HOME The problem is made considerably harder by setting the Moon and planets in motion. Perhaps a child could take on the part of the ‘Moon’, walking in a wide, steady circle around the ‘Earth’. SCHOOL Extensions Software: Scratch, Kodu, Scratch Jr Apps: Hopscotch, Daisy the Dinosaur Hardware: Programmable toy, such as a Bee-Bot or Roamer Too Outcome: A Scratch (or similar) program in which a sprite moves around the screen 3 15 POSSIBLE OUTCOME FOR THIS STEP: Step 2: Using turtles in space! The pupils should again take turns to program the robot to follow the steps in their algorithms, while other pupils make predictions about where the robot will end up. Set a more complex challenge, similar to that in Step 1, asking pupils to work out the steps needed for the robot to travel from ‘Earth’ to the ‘Moon’ and then on to ‘Mars’. You could use the idea of refuelling as some justification for this. The pupils should again work out their algorithms in full, perhaps recording these on paper or small whiteboards. The pupils should take turns to implement their algorithms as programs for the floor turtle. The rest of the class can make predictions for where the robot will end up when the program is run, perhaps putting down markers. The pupil who came closest can have the next attempt at programming the turtle. Set out a large area in your classroom (or perhaps the school hall). Mark out planet Earth, the Moon and one or more planets. Place the floor turtle on ‘Earth’ and ask pupils to work out the instructions to get from ‘Earth’ to the ‘Moon’. The pupils should share their ideas with one another, providing feedback to each other on their algorithms. Encourage them to work out a complete set of instructions to solve the problem. You could ask the pupils to jot down ideas for their algorithms on paper or small whiteboards. Ask the pupils to recall what they can from working with programmable toys in Year 1 (and perhaps the Foundation Stage). Provide them with access to one or more robots so they can demonstrate how to use these to their classmates. Correct any misconceptions. Emphasise the move and turn buttons as a way of programming the turtle. Encourage pupils to think of the steps they follow on their journey to and from school. How easy would it be to convert this algorithm into a program for a robotic car? HOME Some pupils could use more sophisticated floor turtles, such as Pro-Bots or Roamer Too, although the activity is accessible using Bee-Bots. SCHOOL 16 Space Scratch file: http://scratch.mit. edu/projects/15631475/#editor Software in 60 seconds – Scratch (1 and 2) POSSIBLE OUTCOME FOR THIS STEP: WWW RESOURCES Demonstrate that the sprites can be moved independently of the backdrop image, contrasting this with earlier work using Paint. Show the pupils how they can delete the cat sprite (right click, Delete). Show how they can create a new sprite of their own. Explain that Scratch expects all sprites to be moving to the right, so their spaceships will need to point that way. Ask pupils to design their own spaceship using the Scratch image editor (click on the paintbrush icon in the Sprites area of the screen). You might like to show some real and fictional examples of spaceships. Provide time for pupils to review one another’s sprites. The pupils should download their work and save it on their computer, unless they have Scratch accounts (requires parental permission). The pupils should create their own space backdrop in Scratch (the simplest approach is to fill with black and then add a few small white dots for stars). Ask the pupils to add a small circle to represent Earth, and to colour this in. Ask them what Earth looks like. Give pupils the opportunity to review one another’s backdrops. If the pupils are going to work with a partner, put them into pairs now. Show how the pupils can edit the background. Give them some time to explore the background editor themselves. Remind the pupils of their work using painting programs in Year 1. Provide time for them to share their discoveries. Correct any misconceptions and ensure all pupils will be able to create their own background, with support if needed. Introduce pupils to Scratch. Show how they can access this from any web browser by going to http://scratch.mit.edu and then clicking on Create. Explain the stage, backgrounds and the sprites (characters). Explain that the background and sprites can be changed to be anything the pupils want. Step 3: Creating sprites and backgrounds Core steps Encourage pupils to look at the night sky with their parents or carers, perhaps looking at the Moon through binoculars or a telescope, or trying to identify some constellations. See www.bbc.co.uk/ programmes/b019h5mt for ideas. HOME Some pupils might like to experiment with Google Sky (www.google.com/ sky) to get some more ideas for their background. SCHOOL Extensions 17 Use the simple stars backdrop in Scratch (click Stage > Backdrops tab > stars); see example at: http://scratch.mit.edu/ projects/15631475/#editor Software in 60 seconds – Scratch (3) POSSIBLE OUTCOME FOR THIS STEP: WWW RESOURCES Ask the pupils to open their space backdrops and sprites from the previous step by uploading them in the Scratch editor (this does not publish their projects to the web). Point out that the easy purple forward, left, right turn blocks aren’t available for their own projects but they can still use the blue movement blocks. Ask pupils to experiment again with these, changing some parameters and snapping blocks together to make their spaceship move. They should share their programs with one another and provide some feedback. Show pupils the blue, move instruction blocks, and demonstrate how these can be snapped together in just the same way. What differences do the pupils notice? These instructions look more complicated, and many have a space for a number. This is called a parameter. Encourage the pupils to experiment with these instructions, snapping some of these together in the Scripts section on Scratch to make multi-step programs and exploring the effect of changing parameters. What sorts of things can they make the spaceship do using these instructions? The pupils should share their programs with one another, and provide feedback. Show pupils the example spacesim project on the Scratch website (see Resources), or your own version of this. Show how the forward, left and right purple blocks can be used to control the spaceship, by dragging these into the Scripts section of the Scratch screen and clicking them. Show how they can be snapped together to make more complex, multistep programs. Share the URL for this with the pupils through your learning platform or class blog. Provide time for pupils to experiment with snapping these instructions together. What can they make the spaceship do? Draw their attention to the similarity between this and the playground and robot instructions in previous steps. Step 4: Programming the spaceship The pupils could demonstrate their own Scratch programs to their parents or carers, asking them to experiment with the programming blocks too. To make the most of this activity, the children should have a Scratch account. HOME You might like to explain to some pupils about what the parameters mean, or ask pupils to explain to you what they think these numbers do. SCHOOL 18 Use the Earth and Moon backdrop (click Stage > Backdrops tab > earthmoon); see example at http://scratch.mit.edu/ projects/15631475/#editor POSSIBLE OUTCOME FOR THIS STEP: WWW RESOURCES Encourage pupils to show their work to one another. Has anyone found an unusual way to solve the problem? Whose programs work most quickly? The pupils should download their projects to their computers (unless they have Scratch accounts). Remind pupils how they can open their own space backdrops and spaceship sprites in Scratch. Ask them to edit their backdrop (or make a copy of their backdrop and edit that) to draw on the Moon wherever they want. Discuss what the Moon looks like. Ask pupils to write a Scratch program using the blue movement blocks, with their own choice of parameters, to move the spaceship from Earth to the Moon. They should debug their programs. Now ask the pupils if they can do the same thing using Scratch’s blue movement blocks, remembering that they’ll need to pick the numbers to go in the spaces (parameters) for these and experimenting to get these right. Explain that they can have the same algorithm as before, but they’ll be using a different program to implement this. Provide time for the pupils to experiment and debug their own programs. Set pupils the challenge of using just the simple purple blocks to create a program to move the spaceship from Earth to the Moon. Encourage them to think through the algorithm for their program first. Provide time for them to try this, correcting (debugging) their programs as they go. Tell pupils that pressing the Space bar (on the keyboard) in this program will bring the spaceship straight back to Earth. Ask pupils what they can remember about working in Scratch and correct any misconceptions. Use your learning platform or class blog to provide pupils with access to the spacesim project (see Resources), and show how they can swap to the Earth and Moon backdrop. Step 5: Moving from one planet to another Core steps The pupils should show their programs to their parents or carers, or perhaps set their parents or carers the challenge of programming Scratch to move from Earth to the Moon on the Scratch spacesim project or their own project. To make the most of this activity, the children should have a Scratch account. HOME You might like to draw the pupils’ attention to the change x by, set x to, change y by, set y to, move to and glide to blocks, encouraging them to experiment with the parameters for these blocks. SCHOOL Extensions 19 Use the Earth, Moon and Mars backdrop (click Stage > Backdrops tab > earthmoonmars); see example at http://scratch.mit.edu/ projects/15631475/#editor POSSIBLE OUTCOME FOR THIS STEP: WWW RESOURCES Step 6: Three planets Use a closing plenary for the pupils to reflect on the differences between acting out an algorithm in the playground, programming the robots, programming Scratch using the purple blocks and programming it using the blue blocks. The pupils should share their programs with one another. Who had the most efficient programs? Did anyone find a very clever solution? Remind pupils how to upload their own projects from Step 5 to the Scratch editor. Ask pupils to add Mars to their picture, wherever they want. The pupils should think through an algorithm to take their spaceship from Earth via the Moon to Mars. They should then program this using the blue movement blocks. Their partner should use logical reasoning to predict what will happen when they run the program. How close were they? Did the program work? The pupils should work together to debug their program. Share the URL for the project with pupils via your learning platform or class blog, and ask them this time to use the blue movement blocks to implement their algorithm for getting from Earth to the Moon and then on to Mars. The pupils should predict what will happen when the program is run, and then they should work together to debug their program. Pupils should compare their programs – who has the simplest solutions? Whose solutions are quickest? Show pupils the Scratch spacesim project with the Earth, Moon and Mars backdrop selected and the simple, purple blocks. Ask them to work out a single algorithm (or set of instructions) to take the spaceship sprite from Earth to the Moon and then on to Mars. Ask them to record their instructions on paper or small whiteboards, just as they did in the earlier steps. Ask one pupil to program Scratch, but before running their program, other pupils should use logical reasoning to predict what will happen. The pupils can debug the first script until they have one that works. The pupils might like to explore Google Moon (www.google.co.uk/moon) and Google Mars (www.google.co.uk/mars) with their parents or carers. HOME The challenge becomes much harder if the Moon or Mars are set up as sprites rather than being drawn on the backdrop and then each programmed to move, perhaps from the same starting position each time. SCHOOL 4 Assessment guidance Use this page to assess the children’s computing knowledge and skills. You may wish to use these statements in conjunction with the badges provided on the CD-ROM or community site and/or with your own school policy for assessing work. ALL CHILDREN SHOULD BE ABLE TO: Plan an algorithm to move a spaceship COMMUNICATOR PROGRAMMER 1 from Earth to the Moon LOGICAL THINKER 1 Implement algorithms on floor turtles COMMUNICATOR PROGRAMMER 1 LOGICAL THINKER 1 Implement algorithms as programs on a COMMUNICATOR PROGRAMMER 1 screen sprite using simple blocks without CONTENT CREATOR 1 E-SAFETY 1 SEARCHER parameters LOGICAL THINKER 1 Debug their programs LOGICAL THINKER 1 BADGE PROBLEM SOLVER 1 PROBLEM SOLVER 1 PROBLEM SOLVER 1 COMPUTING PoS REFERENCE Understand what algorithms are Implement algorithms on digital devices Implement algorithms on digital devices BEYOND SCHOOL Debug simple programs COMMUNICATOR SEARCHER PROGRAMMER 1 BEYOND SCHOOL PROBLEM SOLVER 1 Solve the Earth–Moon challengeCOMMUNICATOR on a LOGICAL THINKER 1 E-SAFETY 1 SEARCHER variety of programmable devices PROGRAMMER 1 BEYOND SCHOOL PROBLEM SOLVER 1 SEARCHER BEYOND SCHOOL CONTENT CREATOR 1 E-SAFETY 1 CONTENT CREATOR 1 MOST CHILDREN WILL BE ABLE TO: CONTENT CREATOR 1 E-SAFETY 1 Create simple programs Understand what algorithms are Plan an algorithm to move a spaceship from COMMUNICATOR PROGRAMMER CONTENT CREATOR 1 E-SAFETY 1 1 Earth to the Moon and then to Mars PROBLEM SOLVER 1 SEARCHER Follow instructions given to themPROGRAMMER as if they COMMUNICATOR 1 were a robot PROBLEM SOLVER 1 Programs execute by following precise and unambiguous instructions Use logical reasoning to predict what their programs will do LOGICAL THINKER 1 COMMUNICATOR LOGICAL THINKER 1 LOGICAL THINKER 1 CONTENT CREATOR 1 E-SAFETY 1 SEARCHER Solve the Earth–Moon–Mars challenge on LOGICAL THINKER 1 COMMUNICATOR a variety of programmable devices CONTENT CREATOR 1 E-SAFETY 1 SEARCHER SOME CHILDREN WILL BE ABLE TO: Implement algorithms as programs on a COMMUNICATOR PROGRAMMER CONTENT CREATOR 1 E-SAFETY 1 1 screen sprite using blocks with parameters LOGICAL THINKER 1 Find particularly efficient, elegantCOMMUNICATOR or LOGICAL THINKER 1 original solutions to these challenges PROGRESSION CONTENT CREATOR 1 E-SAFETY 1 SEARCHER BEYOND SCHOOL PROGRAMMER 1 BEYOND SCHOOL Use logical reasoning to predict the PROGRAMMER 1 behaviour of simple programs Create simple programs PROBLEM SOLVER 1 BEYOND SCHOOL CONTENT CREATOR 1 PROBLEM SOLVER 1 SEARCHER PROGRAMMER 1 E-SAFETY 1 SEARCHER BEYOND SCHOOL Implement algorithms on digital devices BEYOND SCHOOL Create and debug simple programs PROBLEM SOLVER 1 BEYOND SCHOOL CONTENT CREATOR 1 E-SAFETY 1 SEARCHER BEYOND SCHOOL The following units will allow your children to develop their knowledge and skills further. Unit 2.2 – We are games testers Unit 3.1 – We are programmers 20 PROBLEM SOLVER 1 5 Classroom ideas Practical suggestions to bring this unit alive! DISPLAYS AND ACTIVITIES (2m mirror) robotic telescope in the Canary Islands: www.schoolsobservatory.org.uk/astro/ tels/goobs. See www.bbc.co.uk/programmes/p01661f7 for how high altitude photographs can be captured and sent back to Earth using a small computer. The children could help to create a spaceship roleplay area and communicate with mission control or control the movement of the ship. This could include a computer playing audio and video clips of space travel, such as of the first moon landing. Programmable toys could be used as moon buggies to explore the surface of the Moon. The children could create a display explaining how they programmed their spaceship. The children could use the web and books to research space exploration, planets or space. The children could write creatively about what it might be like to travel in space. WWW VISITS Many national and regional museums include displays about space and space travel, such as the Science Museum, the Royal Greenwich Observatory and the National Space Centre. Your local astronomy society might host a visit from the school or provide a speaker; see http://fedastro.org.uk/fas. Video conference with an expert at the National Space Centre: www.education.spacecentre.co.uk/ virtual-classroom/video-conferencing. WEBLINKS For simple space-related games and information, see NASA Kids’ Club: www.nasa.gov/audience/ forkids/kidsclub/flash. The Royal Astronomical Society curates a collection of education-related resources at www.ras.org.uk/ education-and-careers/for-schools-and-teachers. For a timeline of the history of space exploration, see www.spacekids.co.uk/spacehistory. Articles on the use of computers in space travel: www.dansdata.com/spacecomp.htm, www.bbvaopenmind.com/en/article/computersand-space-exploration/?fullscreen=true and www.zdnet.com/space-exploration-thecomputers-that-power-mans-conquest-of-thestars-3040153705. Stargazing for children: www.bbc.co.uk/ programmes/b019h5mt. The National Schools Observatory allows schools to book observations on a large BOOKS For children Bartram, S. Man on the Moon. (Templar Publishing, 2004) Dowswell, P. First Encyclopedia of Space. (Usborne Publishing Ltd, 2010) McNulty, F. If You Decide to Go to the Moon. (Scholastic Press, 2005) Miles, L., Smith, A. The Usborne Book of Astronomy and Space. (Usborne Publishing Ltd, 2010) For teachers Badger, M. Scratch 1.4: Beginner’s Guide. (Packt Publishing, 2009) Ford, J.L. Scratch Programming for Teens. (Cengage Learning Custom Publishing, 2014) 6 Taking it further When you’ve finished, you might want to extend the project in the following ways. The pen tool in Scratch allows pupils to trace the route left by their sprites, which would allow them to use Scratch to draw simple and complex geometric shapes on screen through writing programs. Explore other ways of using the programming techniques the children have learned in this unit across the curriculum. The children could be encouraged to use Scratch at home so that they can explore it further, and perhaps to register for accounts on the Scratch website so that they can participate in this global community of young programmers. If the pupils have enjoyed the space aspect of this unit, they might like to explore Stellarium, open source planetarium software (www.stellarium. org) and Celestia, an open source space travel simulator (http://sourceforge.net/projects/celestia). 21
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