ICT at key stages 1 and 2 (Year 2)
Unit 2D: Routes: controlling a floor turtle
Section 5: INTEGRATED TASK
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Objectives |
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- to develop and record sequences of instructions to control the floor turtle, and predict and test results
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Activities |
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Outcomes |
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Children: |
- Tell the children a short story about searching for hidden treasure, using a treasure map and written instructions, such as a pirate might leave. Explain to the class that they will be using the techniques they have learnt in this unit to program the floor turtle to go to parts of an imaginary island to find hidden treasure. Ask the class to recall what they have learnt so far. Give them copies of the map with locations marked on it so that they can see where the turtle might go.
- Divide the class into groups and give each group a 'secret' place to hide their treasure. Ask each group to record a sequence of instructions, on an A4 recording sheet, to guide the floor turtle to their treasure; instructions should begin at the 'landing bay' of the imaginary island and end at the treasure spot. They should use a common recording method such as 'F' or a red arrow for forward, and include the turtle units. They should still use quarter and half turns at this stage. Ask them to test their sequences and amend them if necessary.
- Ask groups to exchange instructions. Get each group to take turns programming the floor turtle while the rest of the class tries to predict what route it will take.
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- develop and record sequences of instructions
- make predictions and test them
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Points to note |
The map could be simulated by placing labelled items at each of the locations on an area of floor. The turtle could be 'dressed' as a pirate for this activity.
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This unit is divided into sections. Each section contains a sequence of
activities with related objectives and outcomes. You can view this unit by
moving through the sections or print/download the whole unit.
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