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SILO 3.4 (DRAFT)Year 3, Term 4: CodingScope and sequence: Binary numbersFocus: Coding |
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Learning
intention: Students
engage in coding to interact with virtual and tangible
objects.
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NSW Syllabus
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Australian Curriculum
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"A student defines problems,
describes and follows algorithms to develop solutions"
(ST2-3DP-T).
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"Students learn to implement
simple algorithms as visual programs involving control
structures and input" (AC9TDI4P04).
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This video (1:49) from NASA is an engaging look into the importance of coding.
Block-based coding is a visual programming method that
lets you build programs by dragging and snapping together colourful,
puzzle-like blocks. These blocks represent code commands so the
advantage of this method for young learners is that it eliminates the
need to type complex commands. The majority of coding activities in The
SILO Project use the micro:bit and the free Makecode website (https://makecode.microbit.org/).
Although you can set up free accounts on this site, you can use it
without setting up an account. The following video (2:09) is also a very
good introduction to the micro:bit.
The following picture identifies some of the components and features of the micro:bit.

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Using buttons on the micro:bit |
The following screenshot depicts an introductory activity using the two buttons on the micro:bit.
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Making a game of speed and luck |
This game uses randomly generated coordinates to light up an LED each time Button B is pressed. The aim is to illuminate all of the 25 LEDs as quickly as possible but the last ones are the hardest to get because the randomly generated coordinates will often be illuminating an LED which is already lit so it might appear that nothing is happening for a while.
Pressing Button A will clear the screen and restart the game. If other students have this game loaded on their micro:bits they can race each other by commencing the game at the same time.

Notes:
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Modify your game |
Are the any other ways to speed this game up? What if Button A was assigned for some of the LEDs and Button B was assigned for the others? How could you describe this scenario in terms of probability?
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Making a thermometer |
The micro:bit can detect the temperature so making a thermometer is as easy as using the following code. An alternative to this could be to use a blue 'Forever' block so that the temperature is continually displayed and updated rather than having to press a button.

When it comes to making a decision or moving
towards an end goal, it involves the process of checking and taking
action. You are going through the action of checking if
something is true or false, and then taking the
corresponding action based on your findings. We call the combination of
IF and THEN in the process of making a decision a CONDITIONAL
STATEMENT, and this is very useful in the instructional aspect of
coding.
Let’s go through some examples where we need to check the conditions
before taking action. Try and point out which is the condition, which is
the action.
IF it’s sunny out, THEN wear sunscreen.
In this one, the first step is to check the weather to see if it is
sunny. If the statement that it’s sunny outside is TRUE, we will
put on sunscreen. If it’s FALSE, we do not need to.

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Symbols game |
The <, > and = symbols were covered in SILO 1.2 'Symbols'. The following game build on this knowledge in the context of coding and the concept of 'IF THEN'. Paper cards could be made but cardboard works better. The image below shows number cards and symbol cards. The numbers are between 1 and 100 but the symbols cards have = on one side and < on the other. Depending on the orientation of the < card it could be < or >. The game is played as follows:

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Symbol activity |
For this activity everyone is going to get
a number. Your task is to move through the classroom, stopping at each
of the signs that have been put up around the room. These signs will
consist of symbols we have learned so far in the unit (>, =, <).
You are going to go through the conditional statement process we have
outlined, first checking your number to see where it falls in
relation to the symbol, then taking the action of moving to the
correct side.
For example, if your number is a 6, and you come across a sign stating
“< 9”, you are going to first check if this statement is
true or not. Take a look at your number; if it is true that your
number is < 9, move to the LEFT and check the next
condition. Otherwise, move to the RIGHT. At the end of the
game, we will see where each classmate ended up, and the path that
they followed!
Computer coding involves coding languages
and, just like spoken language, there are many in use around the
world. Computers and digital devices use binary code, where the two
options are on and off. This is a little like when you used Morse code
and there were just two options, dots and dashes. The on and off in
binary code is commonly achieved using electrical pulses at 5 volts.
The following image shows off as a black box and on as white. Each
box is a 'binary digital' or bit. Eight bits together is a byte. As
you can see below, each letter of our alphabet can be represented
using eight bits.
Binary code chart

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Binary bracelet activity |

Discussions with students around the key components of conceptual topics and how they fit together can generate insights into student achievement.

The chief investigator for The SILO Project is Associate Professor Brendan Jacobs, Head of Department STEM Education, University of New England. The SILO Project thrives on incremental improvement so constructive feedback is greatly appreciated. Please contact Brendan via email at bjacobs7@une.edu.au to share your thoughts and recommendations.

This work is licensed under a Creative
Commons Attribution-NonCommercial-ShareAlike 4.0 International License