You are on page 1of 4

Learning Design for: Geometry and Code

Editor: Giulio Prevedello

Context
Topic: Problem solving and Code
Total learning time: 60
Number of students: 25

Description: The lesson is of type "Graph Paper Programming". Without computers.


Make drawings and geometric constructions more or less elaborate.
Working in pairs. All will have the correct tutorial opened.
First task will be carried out together, with mentor who will be doing it on whiteboard.

Aims
Encourage and support to develop the cognitive and metacognitive relating to the pupil:
1. Use to learn.
2. Mutual peer teaching.
3. The need for a formal language for the description of an algorithm
4. Identifying the need to use procedures
in writing a program

Outcomes
Knowledge:
Knowing the main vocabulary related to programming: Algorithm, Coding, Debbugging,
Function, Procedure.
The meaning of formal language, clear, and not misinterpreted.

1/4

Comprehension:
Understanding of the formation of an algorithm:
- each instruction is unambiguously interpretable,
- the order: first run A and then B or vice versa is different,
- it is necessary that the algorithm returns a result in a finite number of steps.
Application: Apply the concept of algorithm, to solve a complex problem through its
subdivision in simple steps.

Teaching-Learning activities
Preparation
Read Watch Listen

8 minutes

25 students

Tutor is available

Print out a Drawing / Algorithms kit for each group.


Print Programming Instructions card for eache group.
Supply each group with several dawing grids.

Investigate

8 minutes

25 students

Tutor is available

It will illustrate using the whiteboard in what way the students will have to carry out the
task assigned. For example, to draw a figure in the shape of a square, they will have to write
the algorithm: a step FORWARD, turn RIGHT 90, a step FORWARD, turn RIGHT 90, a step
FORWARD, turn RIGHT 90, a step FORWARD, turn RIGHT 90.
Will display the symbols that have to use for the step forward and turn right or left
In my school, we can not take advantage of online resources for students. There is only
just a multimedia whiteboard in the classroom.
So my lesson plan is "Graph Paper Programming". Without computers!

2/4

Set Up
Produce 18 minutes

22 students

Tutor is not available

Some activities
The students divided into groups have to:
draw an equilateral triangle. The difficulty of this task is to detect the rotation angle. Pupils
will be able to identify the exact angle through mistakes.
Having solved the problem of the equilateral triangle will allow them to take on new
challenges
For example, the representation of pentagons, hexagons, etc.

Team work
Practice 14 minutes

25 students

Tutor is available

Introduction to the concept of procedure.


Redesigning the same polygon,
after having rotated of some
degrees, and repeating several times, allow to introduce the concept of function or
procedure.
This work, however, will be conducted with the direct guidance of the teacher.
Coded for Success
Discuss

12 minutes

25 students

Tutor is available

Short intro on why coding is important in the future. Showing last years success and
pointing out how easy it is these days, with visual drag and drop interface for coding such as
Blockly
The teacher will show the video on youtube, using the whiteboard, "Hour of Code Introduction" at: http://youtu.be/bQilo5ecSX4.
And also show the students a program as Blockly :
Can you help me to catch the naughty pig?
3/4

http://studio.code.org/hoc/1
The teacher will invite pupils to participate.

Resources attached: 5
Protractor, pencil, compass
Triangle
Square
Pentagon
procedure

4/4

You might also like