Sunday, 27 April 2014

Week 7: Modelling and Simulations

Modelling enables children to explore software and decide 'what happens if..'. Modelling allows us to test out a range of ideas and scenarios before committing to carrying it out in real life. We can also try out a range of alternative actions and use the results to formulate and test generalisations. This is particularly useful when something would be too dangerous to carry out in the real world such as aeroplane simulator.



Simulation and adventure games allow children the chance to explore possibilities and try out different solutions within a test environment; these include the virtual reality type scenarios that are becoming more available. As this article states, computer games can help motivate pupils and develop their skills and knowledge across the curriculum.

If we consider such people as aircraft designers use the ‘outside world’ modelling software, architects, accountants, mathematicians and astronomers also use such applications to explore and make accurate predictions in complex or dangerous situations use models. Children should use simulations to make and explore predictions and to identify patterns and relationships. These kinds of games helps children learn within Mathematics as it relates to patterns. According to Jesson et al (2012, p12), "simulation programs enable risk taking without disaster or time wasting." He highlights an example in which children can experiment with the conditions plants need to grow, without harming the plant and having to wait for the plant to grow.

Foundation Stage Curriculum

Modelling and simulations in Computing can be linked to several areas of the foundation stage curriculum:

Having their own ideas
  • Thinking of ideas
  • Finding ways to solve problems
  • Finding new ways to do things
Making links
  • Making links and noticing patterns in their experience
  • Making predictions
  • Testing their ideas
  • Developing ideas of grouping, sequences, cause and effect
Choosing ways to do things
  • Planning, making decisions about how to approach a task, solve a problem and reach a goal
  • Checking how well their activities are going
  • Changing strategy as needed.
Are all simulation programs suitable?

When choosing a program to use, you must consider the following...
  • Was the simulation program realistic?
  • Does the simulation represent a real life or fantasy situation?
  • How realistic is it?
  • Did the same things always happen - was there a pattern?
  • What are the variables, can you think of any others which might make the simulation more accurate?
  • Was there more than one solution to the problem?
  • What were the good points/bad points?
  • What did you find out?
     • Reviewing how well the approach worked

PURPLE MASH is a useful program that is accessible for children in the primary years. They can explore simulation and modelling through 2DIY and 2Simulate.

You can find an example of an on-line simulation game for children here.

Fantastic Contraption is an on-line simulation program in which children have to build contraptions to get from one point to a destination. They go through different levels which get progressively more difficult.

Further Reading

Jesson, J & Peacock G (2012) The Really Useful ICT Book : A practical guide to using technology across the primary curriculum. Oxon: Routledge.

Monday, 14 April 2014

Week 6: Logo's (Control and Modelling)

Control and modelling in the classroom involves teaching children to program objects to produce a desired outcome. This usually involves giving the computer a set of instructions such as forward, back, right and left in order to move an object across the screen.

Children benefit from this type of learning as it enables them to think about processes - what they are doing and why they are doing it. In lessons taught on control and modelling, it should be emphasised that the process of creating your product is more important than the finished product. This may ease the pressure of producing a perfected finished product, allowing children to explore more freely and confidently.

Control and modelling has strong cross-curricular links with Mathematics. Pupils will be dealing with angles when controlling an object to move right or left.

MSW LOGO


MSW Logo is a program that uses simple commands to move objects (often a screen turtle) on-screen. Commands such as forward, back and turn can be repeated with variations to produce complex and beautiful patterns.

Making complex patterns by programming a turtle may seem daunting to young children. However, MSW Logo makes doing this simple and fun, leaving children amazed at what they can accomplish through entering simple commands. This programme is particularly useful as it keeps a record of all of the commands you enter. If children are using this, they can see and refer back to the commands they have input.

We used our programming skills to practise controlling Unit the Robot.You can have a go yourself here! This is a helpful website which can be easily accessed by children at home as they do not have to download any software. Therefore, the learning is not restricted to just the classroom!

These useful websites give ideas on how MSW LOGO can be used in the classroom:

http://mckoss.com/logo/

http://www.primaryresources.co.uk/ict/ict4.htm

https://sites.google.com/a/stjohnsapps.co.uk/ict-planning/control-logo-and-sensors-1

http://ideastoinspire.co.uk/presentations/ictcontrolandmodelling.htm?iframe=true&width=720&height=579