In this session we looked at how digital media and computer control can be used across the curriculum. Computer control is a set of instructions programmed into a machine, which causes it to operate in a predetermined manner. Our day to day living is made a lot easier thanks to control technology. Some examples of objects which use computer control inside and outside the home:
- Traffic lights
- Washing machines
- CCTV
- Cookers
- TV remote controls
- Alarms
It's amazing when you think about the enormity of devices that use computer control in our everyday lives. So, why use computers to control things? There are a number of reasons, the main being that it is more effective and quicker. Using computers is cost effective and they don't lose concentration! It also reduces the margin for error. It is important to remember that for a computer controlled device to work it has to be programmed. To make things happen there has to be a procedure or sequence of instructions that happen in order. The Central Processing Unit in a device stores these instructions so it is able to repeat the action when instructed to.
Programable Toys and Robots
We looked at a number of programable toys that can be used in the classroom which get children thinking about; angles, direction, distance and spatial awareness.
The Bee Bot
The Bee Bot is a really good way to get children started on programmable robots, it's easy to use and very effective. It has buttons to programme it to go forward, backwards, left and right and comes with lots of activities. It's a great device that gets children learning about directional language, control and programming.
The Pippin is similar although it has a lot more buttons! If you want it to turn you have to put in the angle. I would say the Pippin is designed more for Key Stage 2, whereas the Bee Bot can be used with Key Stage 1. You can programme a procedure so that it can repeat it. A great feature about the Pippin is that it has a hole in the middle where you can put a pen, this enables you to programme the robot to make a shape which then draws it. Below is a video of me and my course mate Thomas Acton Bishop programming a Pippin to draw a square.
Some other examples include:
The Roamer The Pixie
Click the link below to have a go at programming Unit the robot.
With the world today relying so much on computer programming to aid us in our everyday lives it is only right that we embrace this technology and that children are encouraged to use it.
I agree that the Pippin was more of a KS2 device. I wish I had used it more in the session as I think it's really clever and is great for maths in particular as pupils get an idea of measurement and movement as well as direction/angle. So you can teach a great deal with it in KS2 for sure...
ReplyDeleteGreat post Nina, your post shows a variety of ways in enhancing children's learning using robots.
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