Computer Modelling
real
model is a hands-on physical object. A computer model on the other hand is a simulation
within the computer of that object. It allows you a "mouse’s eye
view" within and around the model. More sophisticated computer models
can represent a whole environment or experience or even a virtual environment.
Online, the model can even become a complete virtual world as in Second Life
where you can interact with other people in a completely self contained world.
There are two distinct types of modelling
program:
- Simulations (often called adventure games
or virtual worlds)
These contain a real or
fantasy world which is modelled in the computer. They range
from simple scenarios to sophisticated and complex simulations.
- Spreadsheets
These are mathematical models and consist of rows
and columns of numbers and formulae. By altering variables it's possible to
make hypotheses and test out "What if?" scenarios. For example,
"what if the VAT rate was increased?" By altering one figure the
consequences can be seen across an entire business plan.
Generally speaking, Levels 1 to 3 focus on
simulations. From level 4 onwards spreadsheets are best.
- There is one extra program type to note: Logo is
a control language. However, the screen turtle can be regarded as
a computer model of a real robot. It means that Logo can be used
for modelling at Level 4. This is convenient because Logo is used
at Level 4 of the Control strand so it can be used to cover two
strands of IT Capability. Introducing spreadsheets is desirable
but can be deferred until you are ready.
Adventure games and simulations are available
from a number of publishers. You can tell which they are by reading
the descriptions or looking at the screen shots. These will show an
adventure or simulation based in a real or imaginary ‘world’. Newer
ones are often on CD and include excellent photographs, sounds and
even movies. It is worth identifying a selection to fit in with your
topic framework and use these as part of your core software. If they
will be used on more than one computer it is worth buying site
licences. This eliminates the need for floppy discs or shared
CDs.
Computer modelling throughout
the school
Reception/Year 1:
Use simple games, talking books and My
World in order to experience how real or imaginary things can be
’modelled’ in the computer.
At its simplest, dressing Teddy in My
World covers modelling since Teddy is not real - he is ‘modelled’
inside the computer.
Years 1 and 2:
Use an adventure game in which an
environment can be explored.
Any adventure program which the children enjoy and in which the amount of text
is appropriate will be at the correct
level. Examples are ‘Flossy the Frog’ from 4Mation or ‘Albert’s House’ from
Resource.
Years 2 to 6:
Use an adventure game or simulation in
which decisions have to be made and the consequences lived
with.
This is the point at which you are more
likely to choose a simulation to support history, geography, science,
maths etc. rather than primarily to give the children experience of a
computer model. There are now a number of simulations available and
you may well be able to find one suitable for the current topic.
There are simpler ones such as ‘Sea
Rescue’ which supports fractions in
Maths and complex ones which simulate historical times such as ‘Time Detectives - The
Victorians’
Years 5 and 6:
Investigate the effect of changing the
variables in a computer model and ask questions of the ‘what would
happen if . . ?’ type.
A few simulations do allow this type of
investigation. They include titles children have often met at home
such as SIM City and Theme
Park. In school it is probably easier
to use Logo which is already used in the control strand of ICT
capability. The children can investigate what happens when they
change the variables in a Logo procedure (eg. changing the length of
the side in a procedure to draw a square). Level 4 can also (and
perhaps better) be achieved using a spreadsheet. The children can
change variables and discover the effect. They might change the
selling price of a glass of orange squash and see what effect it has
on profitability. As they progress they can use the spreadsheet for
real modelling activities such as modelling the stalls at the school
fayre and deciding on prices to charge.
Progression in Computer Modelling (levels 1 – 4)
At level 1
the children are learning how to use the mouse. In particular they
are learning cause and effect – when they click on a certain object
an inevitable action will follow.
(Note on My World: My World is a
unique program in that the children move things on screen and place
them where they want them. It covers three strand of ICT Capability
at Level 1. When children use it they are communicating (how they
want the screen to look), handling data (by sorting the objects on
screen) and modelling (the screen objects are computer models of real
or imaginary things).
At level 2 the
primary purpose of the model is to gain experience of computer models
and to discover that they are obeying certain rules (for example
Flossie will not leave her bedroom until the curtains are closed and
then re-opened). This type of program
can be explored by groups of children at any time.
At level 3 the
programs become quite extensive and cannot be completed in one
session. It is important therefore that you understand what the
program is all about and how to use it. In particular you need to
know how to save your position so that the children can pick up again
where they left off. Details will be in the accompanying booklet for
each program. There is usually also a set of support materials and a
teacher's booklet containing ideas for other work to be done away
from the computer. These programs are best used as your main or only
computer work for a few weeks and ideally should be part of your
topic work. Children will then find that the adventure consolidates
learning from other lessons. The program should be introduced to the
whole class and the children should then be organised into groups who
tackle the adventure in turn, saving their position at the end of
each session and picking up where they left off when it is their next
turn. Note that these programs are invaluable right through to Year 6
because of the subject content (often historical or
geographical).
At level 4 the
nature of the task changes and the children need to be able to alter
the variables within the model. Most adventures and simulations
follow set rules which are not changeable. There are some simulations
which do allow variables to be changed. SIM City and Theme Park (PC
programs often found at home) are examples of this type. In school,
Logo and spreadsheets are usually used to provide this open framework
in which the variables and rules can be altered.
Viewing Modelling programs
Simple models can be started and assessed
very quickly. Even so, there may be problems:
- They may use a special font (typeface)
which needs to be installed or the fonts folder
double-clicked.
- It may not be immediately clear what they
are trying to achieve – Look at
the book!
- They may need the computer to run in more
colours than its default state.
- All these things are simply solved but
beware frustration if they haven’t been attended to.
More complicated models need to be carefully
studied:
- They are more complex and may not simply
run first time out of the packet – they may need
installing.
- It is vital to know how the program works
and what it sets out to achieve. You can’t just send a group to
‘do it’. These programs need you to understand their purpose and
their place in the curriculum. They need to be introduced to the
whole class. Ideally they form one aspect of on-going topic work
and support other subjects.
- It is vital to know how to save your
position – otherwise the children repeat the introduction time
after time and will never complete the adventure – a waste of time
for all.
Choosing modelling programs
Most schools are weak on modelling
software. There is a lot available. You need to investe some time
to:
- Study the catalogues
- Compare what is on offer with your
curriculum or scheme of work
- Select suitable titles which will dovetail
with your curriculum
- Identify when these programs will be used
(e.g. alongside a history unit or maths topic)
- Plan to give the children experience of
computer modelling each year as they progress through the
school
- In Years 5 and 6 you should introduce a
spreadsheet as well to develop their modelling skills to level
4.
Using modelling programs in
the classroom
- Make sure that all staff are familiar with
the modelling program(s) which they will use
- Include the programs in termly, weekly and
lesson planning as appropriate
- Put the children in groups to maximise
social, language and teamwork opportunities
- Keep a record to ensure that all children
experience each computer model
- Note that adventure games generally don’t
go beyond level 3 but they still have great value in Years 5 and 6
because of their subject content
- At levels 1 – 3 assessment is simply a
matter of making sure that no child is left behind because the
model is too difficult for them to interact with as part of a
group.
- At level 4 you will need to devise simple
tasks to check whether the child is able to alter variables and
predict outcomes
Return to: ICT
is a subject in its own right
Go to: Communicating information - Finding things
out (Data handling) - Control
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