CEIP Antonio Machado
Maths: Geometry and graphs - GEOMETRY WITH SCRATCH
Pupils from CEIP Antonio Machado have been working on the E-m@ti-on Erasmus+ project about geometry and graphs.
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The main objective for the preparation of the geometry activity is:
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To improve maths learning, specifically, plane geometric figures; using new technologies through Scratch language for our pupils to be active participants in the teaching and learning process.
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We prepare the activity with fourth course pupils and its name is:
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DRAWING PLANE GEOMETRIC FIGURES WITH SCRATCH
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1. Objectives.
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To identify plane geometric figures.
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To recognize geometric concepts such as: side, angle and vertex.
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To understand and work with horizontal and vertical axis of symmetry.
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To determine the number of sides, the type of the angles and what they measure in order to design different geometric figures.
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To develop our pupils analitical thinking in order to know the steps needed for the creation of the algorithm required in Scratch.
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To manipulate and learn Scratch tools: stage, sprites edition, key tools, programming blocks, and so on.
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To work in pairs promoting the colaborative learning, help, solidarity, etc; among the students.
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To improve our pupils creativity and their capacity of choice, when they select their sprites, backdrops, texts...
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To plan and solve new challenges through which they will go further on: reading, reflexion, planification of ideas, problem solving strategies and procedures, revising the solution, communication of results, etc.
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2. Contents.
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Knowledge of the using of Scratch: parts and tools.
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Stablishment of the process and creation of the figures.
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Learning more about plane geometric figures.
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Identification of geometric concepts: sides, vertex and angles.
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Preparation of algorithms.
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3. Steps to follow.
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Step 1. Write the challenge on the blackboard.
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Step 2. Design of the algorithm of one rutine (Washing your teeth).
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Step 3. Think on the steps we need to follow if we want to draw the figure in the paper.
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Step 4. Show similar models as the one we want to prepare using the screen.
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Step 5. Write in a paper, the steps they must do to get the challenge.
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Step 6. In th​e computers lab, in pairs, they start working on the challenge. They can choose their own colours, character, backdrops, etc. They use the account created for the class.
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Step 7. Show to the partners the work done.
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Step 8. Fill in the evaluation report about the challenge.
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4. Scratch projects.
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