Unplugged activities are just as good or even better than plugged ones. In this activity the class can learn how a robot responds to emotion. Here they will learn about the importance of rules and how computers follow sets of rules in their output. This activity is about input and output.
In a snapshot:
The teacher uses parts of pictures to create a bigger picture. In this example, it is a Robot Face. They use people to recreate the robot face with the students using the templates provided. The class can either set criteria where a certain movement is made when they make a sound or they can follow the rules set in the instructions. This activity can be taken further through having students use branching to show thinking behind the rules that have been developed.
I really love the flexibility in this idea. It can be used in many forms. By adding different pictures the activity can be transformed into movements by people or animals. This activity can be adapted at to age group.
Australian Digital Technologies Curriculum
Foundation – Year 2
- Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems (ACTDIP004)
- Collect, explore and sort data, and use digital systems to present the data creatively (ACTDIP003)
Years 3 and 4
- Recognise different types of data and explore how the same data can be represented in different ways (ACTDIK008)
- Define simple problems, and describe and follow a sequence of steps and decisions (algorithms) needed to solve them (ACTDIP010)
- Implement simple digital solutions as visual programs with algorithms involving branching (decisions) and user input (ACTDIP011)
Years 5 and 6
- Implement digital solutions as simple visual programs involving branching, iteration (repetition), and user input (ACTDIP020)
- Design, modify and follow simple algorithms involving sequences of steps,branching, and iteration (repetition) (ACTDIP019)
Sequencing, variables, algorithm, branching, iteration, conditional, reasoning, directions
Reading, navigating, explanation, instructions, directions, cause and effect
Creating, designing, composition
Critical and Creative Thinking
Criteria, investigate, reason, visual models, thinking processes
Hypothesis, variables, patterns, test, trial, error, record, methods, cause and effect