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Information and communication technologies in schools: a ...

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An Agent is capable of perform<strong>in</strong>g a set of comm<strong>and</strong>s given by a child – for<br />

example, to move across the screen, make turns, <strong>and</strong> leave a trace of its movements.<br />

In a sense, the child is tra<strong>in</strong><strong>in</strong>g the Agent to perform quite complex tasks.<br />

A specific example is the Robot-<strong>in</strong>-Maze microworld. The maze is a labyr<strong>in</strong>th<br />

usually with<strong>in</strong> the boundaries of a rectangular grid. An Agent called Robot has a<br />

limited set of elementary sensors such as the ability to see or feel a wall <strong>in</strong> front of<br />

it <strong>and</strong> a repertory of predeterm<strong>in</strong>ed actions like, for <strong>in</strong>stance, head North. A large<br />

set of tasks can be given to the student. The first tasks beg<strong>in</strong> simply with, for<br />

example, the maze as an empty rectangle. Further tasks can br<strong>in</strong>g a student to<br />

sophisticated issues of structural algorithm design. Students can immediately see<br />

the execution of their plan on the computer screen.<br />

Another well-known example is the Turtle microworld. An Agent called,<br />

<strong>and</strong> look<strong>in</strong>g very much like a, Turtle can move forward any specified distance,<br />

turn to any specified angle, draw geometric figures, <strong>and</strong> change shape <strong>and</strong><br />

colour. The most important example of a Turtle microworld is the Logo family.<br />

In fact, some of the Logo languages comb<strong>in</strong>e the idea of microworlds with<br />

general applications components (text, graphics <strong>and</strong> sound editors) <strong>and</strong> general<br />

office applications.<br />

Let us describe the ma<strong>in</strong> educational advantages of microworlds, which are<br />

evident even <strong>in</strong> the most basic forms.<br />

Be<strong>in</strong>g <strong>in</strong> comm<strong>and</strong> motivates learn<strong>in</strong>g activity<br />

A teacher beg<strong>in</strong>s by show<strong>in</strong>g students how an Agent can be made to move by typ<strong>in</strong>g<br />

comm<strong>and</strong>s at a keyboard or by click<strong>in</strong>g pictorial icons <strong>and</strong> sett<strong>in</strong>g sliders,<br />

determ<strong>in</strong><strong>in</strong>g k<strong>in</strong>ds, directions <strong>and</strong> parameters of the Agent’s movements. For<br />

example, typ<strong>in</strong>g FORWARD 100 makes an Agent move <strong>in</strong> a straight l<strong>in</strong>e a distance<br />

of 100 Agent steps of one millimetre each. Typ<strong>in</strong>g RIGHT 90 causes the<br />

Agent to pivot <strong>in</strong> place through 90 degrees. Typ<strong>in</strong>g PENDOWN causes the<br />

Agent to lower a pen <strong>in</strong> order to leave a visible trace of its path while PENUP<br />

<strong>in</strong>structs it to raise the pen <strong>and</strong> leave no trace. Students need to explore a great<br />

deal before ga<strong>in</strong><strong>in</strong>g mastery of these steps but the task is engag<strong>in</strong>g enough to<br />

carry most children through this stage of learn<strong>in</strong>g.<br />

S<strong>in</strong>ce learn<strong>in</strong>g to control the Agent is like learn<strong>in</strong>g a language, this activity<br />

mobilizes the student’s expertise <strong>and</strong> pleasure <strong>in</strong> speak<strong>in</strong>g. S<strong>in</strong>ce it puts the student<br />

<strong>in</strong> charge, it also mobilizes the student’s expertise <strong>and</strong> pleasure <strong>in</strong> comm<strong>and</strong><strong>in</strong>g.<br />

To make an Agent trace a square, you walk <strong>in</strong> a square yourself <strong>and</strong><br />

ICT <strong>in</strong> Learn<strong>in</strong>g <strong>and</strong> Teach<strong>in</strong>g<br />

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