Pictorial coding
What is Turtle Academy?
Turtle Academy is an example of pictural coding as when you put in the algorithm a picture is made. When using Turtle Academy, you can move the turtle forwards and backwards, you can also turn right and left by any angle you want to. By there being any angles, you can turn it allows you to have more freedom with what patterns and shapes you can make. This can therefore be seen as a cross-curriculum lesson as you are teaching maths through “identifying properties of 2d shapes” by working out the angles and number of sides (DfE).
When using Turtle Academy it is important that children understand what functions you can put into the algorithm. Some examples which I found useful are below...
Forward | Fd |
Right Turn | rt |
Left Turn | lt |
Clear algorithm/ clear screen | CS |
Turn backwards | Lt 180 or rt 180 |
One easy example to start with is a square. To make a square children will need to know that squares have 4 sides and that the angle for a square is 90 degrees. This would mean they would put in the following algorithm fd 40, rt90, fd 40, rt90, fd 40, rt 90, fd 40. However, the forward can be any size depending on how large they want the shape to be. Another way the algorithm can be repeat 4 [fd 65 rt 90]. When teaching children what algorithms they can put in. It allows them to understand how it works and allows them to think about what else they can do. For example they can overlay this pattern by moving forward/backwards or turn. This allows children to try and come up with different algorithms and explore what they can create using logical reasoning and creative thinking. Kyza (2022) states that Scratch is an example of a pictorial coding programe that is suitable for children between 5-7; this is because blocks are used together to create algorithms. Kyza (2022) states how the 28 blocks are organised according to colours depending on what the function represents. The different colours make it easier to use scratch, some functions of this include “blue motion blocks (which makes the character move)” and “green sound blocks (to play a sound from ScratchJr’s library)” (Kyza, 2022, p225). Within Scratch children will focus on computer science and computational thinking which are 2 key areas they will need to learn from the national curriculum (DfE). As shown to the side, I have created an algorithm for a octogan. When teaching children how to create shapes it is important they know the amount of sides this will be the amount of times they will need to repeat the moves and turns. Then they will need to know the angles within the shape, they can find this out through doing the equation 360/sides in shape. After creating shapes, children will then be able to try and make patterns. Firstly when creating a shape it is important that you define the shape so that the algorthim is not as complex. Then you need to make sure there is a slight change for example turning or moving forward, this will make the shape be created in a different spot from the last. On the algorithm seen to the side, I repeated the shape 10 times and then turned 36 degrees which will make the pattern circular. When teaching children how to use Scratch it is important that you make links to maths. For example, some topics it can teach children that are stated in the National Curriculum (DfE) are angles, division, multiplication, and shapes. Overall, pictorial coding is important as children learn many skills that are included within the National Curriculum (DfE). Below I have highlighted examples of what children will learn. Referencing Department for Education (2013), National Curriculum in England Key Stages 1 and 2, London: Department for Education Kyza, E.A. et al. (2022) ‘A Cross-Sectional Study Investigating Primary School Children’s Coding Practices and Computational Thinking Using ScratchJr’, Journal of educational computing research, 60(1), pp. 220–257. |






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