Challenges in Core Concepts (Integrated Mathematics)

Recommended Classroom Hours: 16-22

Assessments: Available with Teacher PD

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Module 1: Challenges in Core Concepts (Integrated Mathematics)

This module consists of five challenges, each of which presents several programming concepts and then challenges the student to solve a coding problem by applying these very concepts. A fantastic aspect of Scratch is that in it’s very DNA coding are contained three important mathematical algebraic principles, present in every single mathematical curriculum from year 6 to year 10. We are more deeply exploring the Cartesian plane across which the Scratch Sprites move and the variables that keep score and object location in Scratch games. We are also investigating equations which are necessary to bring realism to the movement of objects.

Student Outcomes of this Module:

  • Students learn how to navigate the Cartesian plane of the Scratch Stage
  • Students learn how to draw shapes and patterns
  • Students create variables and formula solvers
  • Students create a visual representation of the Pythagoras theorem which both draws the triangle and then calculates the length of the missing side
  • Students use changing variable and pen functionality to plot various equations and find out where they intersect

Your Instructor

Sanjin Dedic
Sanjin Dedic

Sanjin combines his passion for teaching and education with an in-depth understanding of a vast array of technologies. He graduated in 2007 from The Australian National University, majoring in Robotics and Computer Vision. He has a unique ability to adapt various engineering concepts into hands on classroom activities and teach everything from Scratch, Python, Arduino to Raspberry Pi to very young audiences. His role with Techxellent centres around doing this on a larger scale in an easy to follow ‘progression model’ which imbues students with a new mindset required for innovation and analytical thinking. In 2016 his goal is to raise the bar in student engagement with programming and robotics by enabling students to communicate with computers much like they do with their friends— using facial expressions and hand gestures.

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