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WS11	
  –	
  #ScientixConf	
   	
   	
  1	
  
	
  
LEARN	
  MATH	
  THROUGH	
  CODE	
  
(Tullia	
  Urschitz	
  –	
  utullia@gmail.com)	
  
	
  
Aim	
  of	
  the	
  workshop	
  is	
  to	
  involve	
  participants	
  in	
  an	
  active	
  learning	
  environment	
  that	
  can	
  be	
  
useful	
  to	
  stimulate	
  first	
  grades	
  and	
  prescholar	
  children	
  to	
  develop	
  maths	
  and	
  problem	
  solving	
  
skills	
  through	
  coding	
  activities	
  that	
  don’t	
  require	
  the	
  use	
  of	
  computer.	
  
Using	
  simple	
  “coding”	
  instructions,	
  children	
  will	
  be	
  introduced	
  through	
  several	
  skills	
  and	
  
STEM	
  concepts:	
  
	
  
-­‐ quantity	
  
-­‐ counting	
  
-­‐ spatial	
  orientation	
  
-­‐ problem	
  solving	
  
-­‐ use	
  of	
  specific	
  language	
  
-­‐ …	
  
	
  
setting:	
  
-­‐ open	
  space	
  
	
  
materials:	
  
-­‐ “Twister-­‐like”	
  surface	
  (it	
  is	
  possible	
  to	
  use	
  the	
  Twister	
  game	
  surface	
  but	
  it	
  is	
  better	
  creating	
  
a”Twister-­‐like	
  surface”	
  with	
  coloured	
  circle	
  of	
  paper	
  on	
  the	
  ground,	
  setting	
  same	
  colours	
  not	
  in	
  	
  
regular	
  rows).	
  
	
  
	
  
	
  
	
  
contents:	
  
WS11	
  –	
  #ScientixConf	
   	
   	
  2	
  
To	
  introduce	
  young	
  students	
  to	
  a	
  programming	
  language,	
  is	
  first	
  necessary	
  make	
  them	
  
practice	
  with	
  a	
  little	
  game,	
  to	
  be	
  sure	
  they	
  understand	
  what	
  is	
  a	
  “procedure”.	
  
Blind	
  one	
  volunteer	
  with	
  a	
  scarf:	
  he	
  will	
  be	
  a	
  “submarine”;	
  ask	
  another	
  participant,	
  “the	
  pilot”,	
  
to	
  put	
  his	
  hands	
  over	
  “submarine”	
  shoulders	
  and	
  drive	
  it	
  from	
  one	
  point	
  to	
  another	
  fixed	
  one,	
  
following	
  the	
  instructions	
  of	
  classmates.	
  
As	
  we	
  want	
  to	
  work	
  only	
  with	
  lower	
  level	
  instructions,	
  the	
  only	
  possible	
  commands	
  should	
  
be:	
  
-­‐ “one	
  step	
  ahead”	
  
-­‐ “turn	
  that	
  side”	
  (meaning	
  by	
  this,	
  turn	
  90°	
  on	
  the	
  right,	
  but	
  this	
  is	
  something	
  little	
  
children	
  cannot	
  understand,	
  so	
  it	
  would	
  be	
  necessary	
  to	
  show	
  them	
  what	
  we	
  mean	
  by	
  
“turn	
  that	
  side”)	
  
-­‐ “turn	
  this	
  side”	
  (meaning	
  by	
  this,	
  turn	
  90°	
  on	
  the	
  left,	
  but	
  this	
  is	
  something	
  little	
  
children	
  cannot	
  understand,	
  so	
  it	
  would	
  be	
  necessary	
  to	
  show	
  them	
  what	
  we	
  mean	
  by	
  
“turn	
  this	
  side”)	
  
-­‐ 	
  
Of	
  course	
  working	
  with	
  adults	
  is	
  not	
  like	
  working	
  with	
  children	
  so,	
  even	
  if	
  participants	
  can	
  
understand	
  the	
  importance	
  of	
  a	
  proper	
  language	
  to	
  reach	
  the	
  target,	
  they	
  cannot	
  completely	
  
imagine	
  that	
  working	
  with	
  children	
  is	
  much	
  more	
  creative…	
  
	
  
After	
  first	
  icebreaking	
  game,	
  is	
  now	
  time	
  to	
  use	
  the	
  “Twister	
  surface”	
  for	
  the	
  “orientation”	
  
game.	
  
Participants	
  are	
  split	
  in	
  groups	
  of	
  five:	
  one	
  of	
  them	
  is	
  the	
  “esecutor”	
  who	
  moves	
  over	
  the	
  game	
  
surface,	
  the	
  other	
  four	
  are	
  the	
  programmers,	
  who	
  have	
  to	
  “compile”	
  the	
  procedure	
  to	
  make	
  
the	
  esecutor	
  moving	
  from	
  the	
  start	
  and	
  reach	
  the	
  end,	
  touching	
  at	
  least	
  one	
  time	
  each	
  colour.	
  
	
  
Commands,	
  as	
  in	
  the	
  previous	
  game,	
  can	
  be	
  only:	
  
	
  
-­‐ “one	
  step	
  ahead”	
  
-­‐ “turn	
  that	
  side”	
  (meaning	
  by	
  this,	
  turn	
  90°	
  on	
  the	
  right,	
  but	
  this	
  is	
  something	
  little	
  
children	
  cannot	
  understand,	
  so	
  it	
  would	
  be	
  necessary	
  to	
  show	
  them	
  what	
  we	
  mean	
  by	
  
“turn	
  that	
  side”)	
  
-­‐ “turn	
  this	
  side”	
  (meaning	
  by	
  this,	
  turn	
  90°	
  on	
  the	
  left,	
  but	
  this	
  is	
  something	
  little	
  
children	
  cannot	
  understand,	
  so	
  it	
  would	
  be	
  necessary	
  to	
  show	
  them	
  what	
  we	
  mean	
  by	
  
“turn	
  this	
  side”)	
  
	
  
	
  
	
  
Go	
  digital!	
  
Little	
  children	
  love	
  games.	
  To	
  help	
  them	
  becoming	
  “makers”	
  and	
  build	
  their	
  own	
  games,	
  it	
  is	
  possible,	
  
after	
  practicing	
  the	
  coding	
  hands-­‐on	
  activity	
  on	
  the	
  ground,	
  introduce	
  the	
  use	
  of	
  a	
  simple	
  programming	
  
language,	
  like	
  Scratchjr,	
  and	
  ask	
  them	
  to	
  “help	
  the	
  seahorse”	
  to	
  reach	
  “the	
  seafish”	
  
	
  
WS11	
  –	
  #ScientixConf	
   	
   	
  3	
  
	
  
	
  
Going	
  on	
  with	
  the	
  game,	
  every	
  group	
  who	
  have	
  completed	
  this	
  level	
  can	
  go	
  on	
  with	
  next	
  level,	
  
in	
  which	
  children	
  can	
  work	
  with	
  amounts	
  (adding	
  and	
  subtracting	
  points)	
  	
  
In	
  this	
  step,	
  each	
  time	
  that	
  the	
  “esecutor”	
  touchs	
  a	
  green	
  circle,	
  he	
  earns	
  one	
  point;	
  if	
  he	
  touch	
  
a	
  red	
  circle	
  he	
  loses	
  one	
  point.	
  
After	
  reaching	
  the	
  end,	
  the	
  team	
  is	
  requested	
  to	
  calculate	
  points.	
  
	
  
The	
  steps	
  described	
  above	
  can	
  fit	
  with	
  prescholar	
  children	
  and	
  with	
  1st	
  and	
  2nd	
  grades.	
  
	
  
To	
  increase	
  difficulties,	
  for	
  elder	
  students	
  (1	
  to	
  3	
  grades),	
  is	
  possible	
  to	
  introduce	
  “control	
  
structures”	
  and	
  prevent	
  the	
  “esecutor”	
  to	
  go	
  on	
  a	
  specific	
  colour	
  
	
  
If	
  <condition>	
  then	
  <instruction1>	
  else	
  <instruction2>	
  
	
  
If	
  <red+red>	
  then	
  <green	
  is	
  not	
  allowed>	
  else	
  <choose	
  the	
  colour>	
  
	
  
	
  
Suggestions	
  for	
  implementation:	
  this	
  workshop	
  can	
  also	
  be	
  the	
  starting	
  point	
  for	
  some	
  mathematical	
  
activities	
  with	
  Scratch	
  Programming	
  for	
  students	
  in	
  6th	
  to	
  8th	
  grade	
  who	
  already	
  use	
  to	
  program	
  with	
  
Scratch.	
  
	
  
	
  

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Learn maths through code, Tullia Urschitz

  • 1. WS11  –  #ScientixConf      1     LEARN  MATH  THROUGH  CODE   (Tullia  Urschitz  –  utullia@gmail.com)     Aim  of  the  workshop  is  to  involve  participants  in  an  active  learning  environment  that  can  be   useful  to  stimulate  first  grades  and  prescholar  children  to  develop  maths  and  problem  solving   skills  through  coding  activities  that  don’t  require  the  use  of  computer.   Using  simple  “coding”  instructions,  children  will  be  introduced  through  several  skills  and   STEM  concepts:     -­‐ quantity   -­‐ counting   -­‐ spatial  orientation   -­‐ problem  solving   -­‐ use  of  specific  language   -­‐ …     setting:   -­‐ open  space     materials:   -­‐ “Twister-­‐like”  surface  (it  is  possible  to  use  the  Twister  game  surface  but  it  is  better  creating   a”Twister-­‐like  surface”  with  coloured  circle  of  paper  on  the  ground,  setting  same  colours  not  in     regular  rows).           contents:  
  • 2. WS11  –  #ScientixConf      2   To  introduce  young  students  to  a  programming  language,  is  first  necessary  make  them   practice  with  a  little  game,  to  be  sure  they  understand  what  is  a  “procedure”.   Blind  one  volunteer  with  a  scarf:  he  will  be  a  “submarine”;  ask  another  participant,  “the  pilot”,   to  put  his  hands  over  “submarine”  shoulders  and  drive  it  from  one  point  to  another  fixed  one,   following  the  instructions  of  classmates.   As  we  want  to  work  only  with  lower  level  instructions,  the  only  possible  commands  should   be:   -­‐ “one  step  ahead”   -­‐ “turn  that  side”  (meaning  by  this,  turn  90°  on  the  right,  but  this  is  something  little   children  cannot  understand,  so  it  would  be  necessary  to  show  them  what  we  mean  by   “turn  that  side”)   -­‐ “turn  this  side”  (meaning  by  this,  turn  90°  on  the  left,  but  this  is  something  little   children  cannot  understand,  so  it  would  be  necessary  to  show  them  what  we  mean  by   “turn  this  side”)   -­‐   Of  course  working  with  adults  is  not  like  working  with  children  so,  even  if  participants  can   understand  the  importance  of  a  proper  language  to  reach  the  target,  they  cannot  completely   imagine  that  working  with  children  is  much  more  creative…     After  first  icebreaking  game,  is  now  time  to  use  the  “Twister  surface”  for  the  “orientation”   game.   Participants  are  split  in  groups  of  five:  one  of  them  is  the  “esecutor”  who  moves  over  the  game   surface,  the  other  four  are  the  programmers,  who  have  to  “compile”  the  procedure  to  make   the  esecutor  moving  from  the  start  and  reach  the  end,  touching  at  least  one  time  each  colour.     Commands,  as  in  the  previous  game,  can  be  only:     -­‐ “one  step  ahead”   -­‐ “turn  that  side”  (meaning  by  this,  turn  90°  on  the  right,  but  this  is  something  little   children  cannot  understand,  so  it  would  be  necessary  to  show  them  what  we  mean  by   “turn  that  side”)   -­‐ “turn  this  side”  (meaning  by  this,  turn  90°  on  the  left,  but  this  is  something  little   children  cannot  understand,  so  it  would  be  necessary  to  show  them  what  we  mean  by   “turn  this  side”)         Go  digital!   Little  children  love  games.  To  help  them  becoming  “makers”  and  build  their  own  games,  it  is  possible,   after  practicing  the  coding  hands-­‐on  activity  on  the  ground,  introduce  the  use  of  a  simple  programming   language,  like  Scratchjr,  and  ask  them  to  “help  the  seahorse”  to  reach  “the  seafish”    
  • 3. WS11  –  #ScientixConf      3       Going  on  with  the  game,  every  group  who  have  completed  this  level  can  go  on  with  next  level,   in  which  children  can  work  with  amounts  (adding  and  subtracting  points)     In  this  step,  each  time  that  the  “esecutor”  touchs  a  green  circle,  he  earns  one  point;  if  he  touch   a  red  circle  he  loses  one  point.   After  reaching  the  end,  the  team  is  requested  to  calculate  points.     The  steps  described  above  can  fit  with  prescholar  children  and  with  1st  and  2nd  grades.     To  increase  difficulties,  for  elder  students  (1  to  3  grades),  is  possible  to  introduce  “control   structures”  and  prevent  the  “esecutor”  to  go  on  a  specific  colour     If  <condition>  then  <instruction1>  else  <instruction2>     If  <red+red>  then  <green  is  not  allowed>  else  <choose  the  colour>       Suggestions  for  implementation:  this  workshop  can  also  be  the  starting  point  for  some  mathematical   activities  with  Scratch  Programming  for  students  in  6th  to  8th  grade  who  already  use  to  program  with   Scratch.