Algebra and Arithmetic
Recommended Classroom Hours: 5-8
Assessments: Available with Teacher PD
What is Scratch Mathematics?
Scratch mathematics is a fun way to better understand algebra and co-ordinate geometry, not only by visualising it, but by creating sketching and problem solving algorithms. Coding ties in with Algebra through the use of variables to store and transform information. These variables will be used to create and solve equations and also to investigate factorisation and prime numbers.
Coding ties in with co-ordinate geometry through user interfaces (the very screen you are looking at right now. This screen is a Cartesian two dimensional plane where every single pixel is a unique co-ordinate. These pixels are essentially the same as squares on a plotting paper and so we can use them to plot various functions, intersections points and axes intercepts.
What you can do with this knowledge?
Mathematics teachers can gain an insight into coding and also acquire a capacity to create some amazing interactive activities for algebra and co-ordinate geometry for students. Beyond this, you can create automated quizzes which your students can use to test their skills.
What is included in this Module?
- Use Scratch to create algorithms that solve arithmetic problems
- Use Scratch to create algorithms that factorise any round number
- Use Scratch to create algorithms that test if a number is prime
- Generate lists of prime numbers (a pre-cursor to encryption)
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.