Difference between revisions of "Turtle art lesson 3"

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|
 
|
 
|Activity #1 (Part B)
 
|Activity #1 (Part B)
1.What was the answer to the previous question?
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1.What was the answer to the previous question?<br>
The answer is given below.
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The answer is given below.<br>
2.The answer can be found her
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2.The answer can be found her<br>
 
https://wiki.sugarlabs.org/go/File:TurtleCard-2.png<br>
 
https://wiki.sugarlabs.org/go/File:TurtleCard-2.png<br>
 
[[File:4.png|200px]]<br>
 
[[File:4.png|200px]]<br>
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|Hands-on Activity
 
|Hands-on Activity
 
|Activity #2
 
|Activity #2
1.Using the repeat command after taking inputs (defining variables)
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1.Using the repeat command after taking inputs (defining variables)<br>
2.A programme can take inputs; store value for a given parameter during executing a programme.  This is called a variable and can be defined from the palette of variable blocks
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2.A programme can take inputs; store value for a given parameter during executing a programme.  This is called a variable and can be defined from the palette of variable blocks<br>
 
3.A series of steps can also be defined as an action from this block<br>
 
3.A series of steps can also be defined as an action from this block<br>
 
[[File:3.png|400px]]<br>
 
[[File:3.png|400px]]<br>
4.Let us construct a polygon of 8 sides and fill it with colour.
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4.Let us construct a polygon of 8 sides and fill it with colour.<br>
5.The first step is to define variable:
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5.The first step is to define variable:<br>
 
6.The next step is to repeat instructions to complete the shape <br>
 
6.The next step is to repeat instructions to complete the shape <br>
 
[[File:4..png|400px]]<br>
 
[[File:4..png|400px]]<br>

Revision as of 09:56, 22 April 2015

Week 3 Simplifying programming – repeating instructions and blocks
Objectives
  1. Demonstrate simplifying instructions; using repeat instructions/ loops to draw shapes#Visualize space, co-ordinates and shapes through movement and vice versa
  2. Visualizing the construction of a shape through a set of repeating instructions
  3. Taking inputs and executing instructions; assigning value to a variable, etc
  4. Demonstrate the logic of different repeating programming structures.
Hands-on Activity Activity #1 (Part A)

1.What was the answer to the previous question?
1.png2.png
2.The turtle moved 8 times; how did we make the turtle do the action 8 times? (By clicking the start button)
3.Is there a way to give this instruction in a simpler way (encourage the class to think of a process being repeated multiple times)
3.png
4.Demonstrate the repeat command
5.We have repeated the command 8 times.
6.What are the other ways in which you would like to have the repeat command work? (When a condition is satisfied, for given input values)

Activity #1 (Part B)

1.What was the answer to the previous question?
The answer is given below.
2.The answer can be found her
https://wiki.sugarlabs.org/go/File:TurtleCard-2.png
4.png
How do we make the colours change continuously?
5.png6.png

Hands-on Activity Activity #1

1.png
2.png
1.Draw any two different polygon with the repeat command. Students have to make a note of the number of repeat instructions and the instructions that are repeated

Hands-on Activity Activity #2

1.Using the repeat command after taking inputs (defining variables)
2.A programme can take inputs; store value for a given parameter during executing a programme. This is called a variable and can be defined from the palette of variable blocks
3.A series of steps can also be defined as an action from this block
3.png
4.Let us construct a polygon of 8 sides and fill it with colour.
5.The first step is to define variable:
6.The next step is to repeat instructions to complete the shape
4..png
7.See shape to the side
5..png