Algorithms & Programming is...
Algorithms are sets of instructions. We use instructions every day to get things done. A chef follows a recipe to make her favourite dish; the recipe is an algorithm. A pupil may follow a set of instructions to carry out a science experiment in school, those instructions are an algorithm.
Programming is the implementation of algorithms. We learn to write computer programs so that computers can follow our instructions to behave intelligently, Add a little creativity to programming and it often results in innovation.
The workshops that fall under this category all have an element of programming, or at the very least algorithmic thinking within them. Pupils are taught to solve problems by writing and implementing their own algorithms, through dance and magic and more.
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“Apps have been changing the way people communicate, work and play. Traditional businesses, from media to retail, have been seeing their business models disrupted by start-ups that amass millions of users within the space of a few months with minimal marketing budgets.” (Vision Mobile, 2014) Apps have become an important part of our digital world today and the industry attracts developers and designers from across all age groups, from teenagers to 65+.
This workshop draws the link between Mathematics, Art and Computing and has been adapted from the workshop materials produced at Langley Grammar School. We look at the Fibonacci number sequence and the concept of the Golden Ratio and discuss how this has been applied to art and design throughout the ages, as well as being present in nature. Pupils are encouraged to explore the Fibonacci number sequence and how it is constructed.
What makes a maze crazy? This workshop will inspire pupils to rise to the challenge to discover the answer for themselves. Developed at the Townley Grammar Digital Schoolhouse, this workshop provides pupils with an excellent foundation for programming and development. Pupils begin the day by working through the facts related to computers and using these as a starting point for discussion.
This workshop addresses the concepts of simple algebraic equations and variables by teaching pupils to create their own calculator using the Scratch programming environment.
Helping students understand the importance and relevance of calculating the internal angles of shapes is something that can become a challenge to deliver. This project aims to address that whilst teaching computational thinking concepts i.e. problem solving. The Digital Schoolhouse has worked with the Langley Grammar School Maths and IT/Computing departments to ensure that the project meets the curriculum needs of KS2 teachers but also gives pupils the opportunity to experience teaching techniques used at KS3.
The ‘Computing through Dance’ project was developed by the Digital Schoolhouse and Langley Grammar School’s ICT Department to appeal to girls and incorporate computing in an innovative way into the curriculum. The project starts by creating flow charts of instructions to perform dance moves of a well know dance like; the Hokey Cokey, the rugby team (New Zealand And Tonga) Haka, Michael Jackson Moon Walk or a Tudor dance which many children study in Key Stage 2. The initial objective is to develop the understanding of a sequence and appreciate the importance of accurate instructions.
This workshop asks and answers the question ‘What is artificial intelligence?’. Machines can do the most clever things, from beating humans at chess to flying planes and producing works of art. But machines carry these activities out by following computer programs. Programs written by humans. The machines are simply following the rules. So then where does the intelligence lie?
Just Dance with the Algorithm was developed by Digital Schoolhouse in partnership with Ubisoft, and is based upon the original workshop ‘Get with the Algo-rhythm’. This workshop combines dance and video games to teach core programming and computing concepts in a way that appeals to a diverse range of students. The workshop begins by creating flow charts of instructions to perform dance moves from popular music tracks.
This is a computing lesson with a difference. This cross-curricular workshop developed with 3Doodler involves no programming, but covers every strand of the Computational Thinking Framework and allows pupils to accelerate and work towards Key Stage 3 strands in the Programmes of Study. The new Design & Technology Programmes of Study are also partially covered at both Key Stage 2 and Key Stage 3.