My 3/4 students are creating a voting program to gather data for graphing activities that is also linked to a science project for the year 3s. They use algorithms/sequencing and insert variables (and appropriate sprites and sound effects) to first determine the most popular pets among class members. Students will investigate the 6 (basic) requirements for something to be considered 'living'. They then compare and present an argument for or against robotic instead of living pets (e.g. Aibo or Paro). They then gather further data to find out whether students would prefer a living or a robotic pet (with a second voting program created on Scratch).
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- Petrina Hentschke:
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