Sunday, February 17, 2019

Animated Artworks

It has become my habit in the STEM Lab to experiment, so to speak, on the 5th graders. When I devise a new project or new activity or practice, I find it useful to try it out on the group of students who will have gone on to middle school next year. That way, the necessary tweaks and alterations can be made for the following year. This unit is not entirely mine as much is adapted from a number of different activities I have seen done by my various Twitter friends.



Having said that, this is very much an experimental unit in which the 5th grade has been working. It is no secret that I do all that I can to bring concepts and skills from other subject areas into my lab projects. I have wanted to implement a unit with a fine arts focus for a while, and I felt like the 5th graders finally had the requisite physical computing skills to be successful. The project involves students creating their own interpretations of a famous artist's work, both digitally and physically.

Students started by doing some research into the life and work of a particular artist. The first two rotation groups got Vincent Van Gogh (because the first group was shorted 3 days due to various interruptions) and the third group is at work on Claude Monet. (I have not settled on an artist for the last group, yet.) These were chosen because they have a wide range of works to choose from. Students selected a work and sketched it into their notes. This gave me the chance to teach some basic drawing techniques which was a novel experience.



Next, students used Scratch to create an animated version of the painting they selected that also shared information about their artist. First they had to download an image of the painting. We used Wikimedia Commons for this because the images are free to use with attribution (which is another thing I have been working to get students in the habit of, citing their sources). They then uploaded that image into Scratch as a background. All of that is something they have learned previously. The next bit, however, took a little practice. They uploaded the image of the painting again, this time as a sprite and used the paint editor tools to erase most of the painting, leaving only the piece they intended to make move with code. In Van Gogh's "Starry Night" this may have been the moon or the clouds, in Monet's "Tulip Field" it was the flowers or the windmill blades. That sprite was then placed exactly over its corresponding place on the background so that it would only appear as a separate element when then triggering event key was pressed. Students repeated this process until they had at least 3 different animated elements in their chosen work. They also added a sprite that told about the life and work of their artist.

Here are a few example projects:
Van Gogh, Irises
Van Gogh, Starry Night
Monet, Boat on the Epte

The second part of the unit moved us into the realm of physical computing with the Raspberry Pi. First I introduced students to the Explorer HAT add on board. It is a self contained set of inputs and outputs capable of running both LEDs and motors. It has a small breadboard (which students learned to use last year) on top for building the circuits. Students are able to program the lights and motors using Scratch, albeit an older version which takes a bit of getting used to for them. Armed with their upgraded skills, students worked in teams to use the Scratch paint editor to create a digital interpretation of their chosen painting. This too takes some practice, but it also allows them to get creative with how they accomplish the drawing. Some use the shape drawing tools and fill them with color, while others use the line drawing tools. Meanwhile, the other partner is drawing the same painting on paper with colored pencils and markers. Both drawings done, the physical and the digital, teams added 2 LEDs to different places on their drawing, wired them to the Raspberry Pi, and programmed them to light up on different key presses. They also drew and cut out a detail from their painting, attached it to the the axle on a motor, and added the motor to the drawing as well. This was programmed to spin on a key press. The lights and motors matched elements in their digital drawing that they had animated on screen, similar to what they did during week 1. They also added a sprite to talk about the artist and the painting.

At this point the rotations are about half over and I am generally pleased with how it has gone so far. I think for the future I will create a gallery of paintings and artists for the students to choose from. Hopefully that will lead to a greater diversity of projects in the gallery.









Saturday, February 16, 2019

Robo-Mouse Runs Again

For Cycle 3 in the STEM Lab, our friend Robo-Mouse returns to play with our kindergarten and first grade classes. This is a new experience for the kindergarten, while first grade was introduced to Robo-Mouse last year. In either case, this is a chance for students to apply their computer programming skills without the screen.

For kindergarten, the unit started with a review of the skills and concepts they have learned so far this year using Code.org. They are reminded of the difference between and algorithm and a program. We go over the strategies they use for debugging their programs. After having their memories refreshed, they worked in their Code.org courses taking turns as the driver (person operating the Ipad) and navigator (person who watches for errors and offers advice).

Next, students are introduced to the Robo-mouse and how to appropriately handle it. (This is an important lesson as the Robo-mouse lacks in durability what it gains in affordability.) This first day is, for the most part, an exploration and discovery kind of day. Their only assignment that day is to build an L shape with the mouse at one end and the cheese at the other, then to program the mouse to the cheese. It's simple and it gives them a feel for assembling the maze pieces and understanding the difference between the turns in Code.org and on the Robo-mouse. In Code.org "turn" and "move" are accomplished with a single command while on the robot "turn" is one command and "move forward" is another. This is a bit of an adjustment for them, but they have mostly figured it out pretty quickly.

After a day of exploration, students practice building mazes from cards and programming the solutions to those mazes. The mazes become progressively more challenging as their skills improve. One of the challenges of the cards has nothing to do with programming, just building it to match the picture. I have found over the last couple years of teaching with Robo-Mouse that this is good for their spatial reasoning. A couple days into this, once they are comfortable using the cards to build their mazes, I introduce the algorithm cards. These are a way for them to keep track of the steps of their programs as number of steps in each solution increases. In a Code.org program every step is easily visible on the screen. Using Robo-mouse, however, once they enter a step into the robot, it is invisible. They can only see if a step is correct when the machine executes it at the intended time. When they watch the cards while the robot runs the program, they are able to see where the program breaks down and make adjustments at that pint rather than returning to square one.

As for the first graders, the unit starts in a similar fashion. Students review programming concepts in their Code.org courses before having an exploration day with Robo-mouse. They are reintroduced to the algorithm cards and debugging strategies. One thing I have them do is record an original maze on grid paper. Basically they are making their own maze cards. I have them record a solution to their maze on the card using arrows like those on the algorithm cards.

First grade's big task with Robo-mouse was using it as an element of a story retell. This started with them creating a story map for a fairy tale or story they like. (I used "This Is Not My Hat" as my example.) The then quartered that paper so that one part of the story was at each corner of a square. Students programmed the robot to go around the square, telling the main events of the story at it traveled from one corner to the next. They found that it is is not as easy as it sounds to tell summarize a story in the 30 seconds it takes Robo-mouse to run the perimeter of the square. It was fun to watch them practice finishing what they were saying before the mouse turned the next corner. I think that in the next iteration of this unit, I will let them design pieces to be the setting and costumes for the robot so that it can act as a character in the story.