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In this activity, students build on what they have already learned about coding by creating algorithms for a partner to replicate tangram puzzles.
When they experience difficulty, they will learn how important it is to keep the rules straightforward and precise.
This activity is designed as a follow up to some of the other unplugged coding activities, which will give your students some background in algorithms and coding. These activities can be bundled as a group to help set the groundwork for other coding activities.
Follow and describe algorithms involving a sequence of steps, branching (decisions) and iteration (repetition)
Represent and approximate composite shapes and objects in the environment, using combinations of familiar shapes and objects
Follow and describe algorithms involving sequencing, comparison operators (branching) and iteration
Use visual conventions, visual arts processes and materials to create artworks that communicate ideas, perspectives and/or meaning
Recognise, compare and classify shapes, referencing the number of sides and using spatial terms such as “opposite”, “parallel”, “curved” and “straight”
Compare and describe two dimensional shapes that result from combining and splitting common shapes, with and without the use of digital technologies
Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems
Use and experiment with different materials, techniques, technologies and processes to make artworks
Describe and draw two-dimensional shapes, with and without digital technologies
Define simple problems, and describe and follow a sequence of steps and decisions (algorithms) needed to solve them
Design, modify and follow simple algorithms involving sequences of steps, branching, and iteration (repetition)
Use materials, techniques and processes to explore visual conventions when making artworks
Identifies the components of digital systems and explores how data is represented
Explains how digital systems represent data, connect together to form networks and transmit data
Defines problems, and designs, modifies and follows algorithms to develop solutions
Describes mathematical situations and methods using everyday and some mathematical language, actions, materials, diagrams and symbols
Sorts, describes, represents and recognises familiar three-dimensional objects, including cones, cubes, cylinders, spheres and prisms
Supports conclusions by explaining or demonstrating how answers were obtained
Manipulates, sorts, represents, describes and explores two- dimensional shapes, including quadrilaterals, pentagons, hexagons and octagons
Plans and uses materials, tools and equipment to develop solutions for a need or opportunity
Describes how digital systems represent and transmit data
Defines problems, describes and follows algorithms to develop solutions
Selects and uses materials, tools and equipment to develop solutions for a need or opportunity
Questions, plans and conducts scientific investigations, collects and summarises data and communicates using scientific representations
Describes, follows and represents algorithms to solve problems
Uses appropriate terminology to describe, and symbols to represent, mathematical ideas
Selects and uses appropriate mental or written strategies, or technology, to solve problems
Checks the accuracy of a statement and explains the reasoning used
Manipulates, identifies and sketches two- dimensional shapes, including special quadrilaterals, and describes their features
Uses materials, tools and equipment to develop solutions for a need or opportunity
Identifies digital systems and explores how instructions are used to control digital devices
Develops solutions to an identified need
Estimates, measures and compares capacities (internal volumes) using litres, millilitres and volumes using cubic centimetres
Recognises, describes and represents familiar three-dimensional objects
Recognises, describes and represents shapes including quadrilaterals and other common polygons
Compares two-dimensional shapes and describes their features
Performs transformations by combining and splitting two-dimensional shapes
Estimates, measures and compares areas using square centimetres and square metres
Makes and sketches models and nets of three-dimensional objects including prisms and pyramids
Explain and compare the geometric properties of two-dimensional shapes and three-dimensional objects
Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems
Define simple problems, and describe and follow a sequence of steps and decisions involving branching and user input (algorithms) needed to solve them
Compare and describe two dimensional shapes that result from combining and splitting common shapes, with and without the use of digital technologies
Describe the features of three-dimensional objects
Design, modify and follow simple algorithms represented diagrammatically and in English, involving sequences of steps, branching, and iteration
Describe and draw two-dimensional shapes, with and without digital technologies
Explore visual conventions and use materials, techniques, technologies and processes specific to particular art forms, and to make artworks
With younger kids, or a smaller group that needs support, you can be the one who gives the directions in the algorithm activity, so that they can experience what it would be like.
You will find an attached worksheet in this activity pack that will help older students consolidate some of the ideas you have covered. Alternatively, (or for younger students) you can try some other tangram puzzles from Teach This, available here