20 resultados para microworlds


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This paper reports an investigation of primary school children’s understandings about "square". 12 students participated in a small group teaching experiment session, where they were interviewed and guided to construct a square in a 3D virtual reality learning environment (VRLE). Main findings include mixed levels of "quasi" geometrical understandings, misconceptions about length and angles, and ambiguous uses of geometrical language for location, direction, and movement. These have implications for future teaching and learning about 2D shapes with particular reference to VRLE.

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This article presents an overview of how to use Logo programming to draw national flags. This activity moves away from overt geometry to implicit geometry.

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This article provides step by step instructions to create recognisable melodies using Microworlds melody program. It describes how the program works to create the notes. Through the writing of a program the user can recreate a familiar melody. The program allows the user to include different instruments and rests in the music, as well as the inclusion of a melody gadget which allows the user to hear notes without the programming.

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The author looks at the effects of replaying a sequence of sounds or musical notes in reverse temporal order. He presents some programming ideas which illustrate how to use MicroWorlds and Logo programming to play a tune forwards, backwards and even upside down.

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This article outlines some new-object commands of Logo Microworlds and includes the use of buttons, sliders and programmable colours. The ability to assign object properties including font, colour and frames are discussed. As is assigning object-instructions and commands such as click on and clickoff, launch and cancel. Programming the turtle, making a new turtle, running simultaneous turtles, programming graphic colours and sliders as well as understanding dotimes are explored.

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The author provides ways to explore and use MicroWorlds to enhance mathematics teaching and learning. The procedures given randomly choose a shape from the specified list, draw the shape and require the user to type the name of the shape.