Computer Modelling
A real
model is a hands-on physical object. It's easy to understand what
it is and what it's for. A computer model on the other hand is a simulation
within the computer of that object. It allows you a "mouses
eye view" within and around the model. More sophisticated computer
models can represent a whole environment or experience. For teachers
in England and Wales, computer modelling is part of Curriculum 2000
and also appears in the QCA scheme of work. And for teachers everywhere
computer models, or simulations, lend themselves to work in many areas
of the curriculum particularly history, geography and science.
In fact, there are two distinct types of modelling
program:
- Simulations (often called adventure
games). 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 consist of mathematical
models and consist of rows and columns of numbers and formulae.
Generally speaking, children in primary
school will focus more on simulations with spreadsheets being introduced
and developed in the later years.
- There is one extra program type to note, Logo,
which is a control language. Although it appears at first to be
a different type of program altogether the screen turtle is actually
a computer model of a real robot. This means that Logo can is
also a very useful modelling program and is particularly useful
at the higher levels where variables must be changed.
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. They will show
an adventure or simulation based in a real or imaginary world.
More recent ones include excellent photographs, sounds and even
movies. It is worth identifying a selection to fit in with your
schemes of work and use these as part of your core software. If
they will be used on more than one computer or across a network
it's worth buying site licences although multiple CDs are another
solution which is used successfully in some schools.
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 Alberts 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 may be 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). INvestigating
variables can also 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 (as described in Curriculum 2000)
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 havent 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 cant 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 invest 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 often dont go beyond level 3
in ICT Capability but continue to be of immense value for older
children because of their subject content. Higher order ICT skills
can be better developed using Logo, control software and spreadsheets.
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