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In Control
In the modern world, computers control most machines to a greater
or lesser extent. The 'computer' in question may be nothing more
than a microchip in an electronic panel, or it may be a giant computer
complex. But the principle is the same - pulleys and strings have
been replaced by digital instructions. Think of a washing machine
- its appearance isn't very different from the ones on sale in the
1970s but the way it's controlled has completely changed. On the
control panel push buttons have largely replaced knobs and switches;
and if you look behind the panel you'll see electronic circuit boards
where there used to be electro-mechanical components.
The basic principles of computer control are as important for children
today as woodwork and needlework were to previous generations. The
traditional skills aren't redundant - rather we must add computer
control to the children's curriculum.
This document focuses on the development of the 'Control' strand
of ICT capability. The terminology refers to the National Curriculum
of England and Wales but the progression of skills is applicable
to all children in all countries.
Don't forget that as children work on these activities they are
developing maths, numeracy, speaking and listening, geography, technology
and a host of other skills across the curriculum. You should always
look beyond the ICT skills to opportunities where the use of ICT
is supporting and enhancing other subjects.
Control at Level One (5 - 6 years of age)
Children should be given the opportunity to explore any simple
electrical devices in a constructive way. Torches, bicycle lamps
and battery-operated toys are ideal for this. They should progress
to more complex devices such as tape recorders and understand that
their actions will have a result.
Their work at the computer should be aimed at learning the actions
of the more common control keys (such as the arrow keys) and developing
mouse control. Software should include simple maze games in which
the user has to guide a character on the screen through a maze by
using the appropriate keys.
Control at Level Two (6 - 7 years of age)
Children should be introduced to a programmable robot. They
should explore the commands available, and be able to give single
instructions to control its movements, starting with simple forward
movement, and progressing to explore and discover units of turn.
They will discover that forward motion and direction of turn are
relative to the robot.
At the computer they should be introduced to a programming language
such as LOGO. They should be able to give single commands to control
the movement of a character or screen turtle. They will be aware
from their work with the floor robot that directions are relative
to the way the screen turtle is travelling. They should explore
using the turtle to draw simple shapes.
If you have a program such as Control Insight from Logotron the
children will be able to explore the example scenes which are contained
in the program.

Control at Level Three (7 - 9 years of age)
Children should build on the skills and concepts developed so
far. Floor robot activities should be more structured and children
should be encouraged to give a complete sequence of instructions
to achieve a desired purpose which culminates from a series of
movements being carried out. More of the robot's function keys should
be used (in addition to the simple 'Forward', 'Backward' and 'Turn').
For example, using the 'Repeat' and 'End' keys to build multiple
movements.
Using LOGO they should be able to give a series of instructions
to control the screen turtle. They will have knowledge of degrees
and of right angles and will be able to create geometric shapes.
If suitable equipment is available the children could experiment
with controlling real models attached to the computer via an interface.
The software may use different commands (such as 'Turn on' and 'Turn
off' instead of 'Forward' and 'Backward') but the principle of giving
instructions one at a time, and later as a complete sequence is
the same.
Using Junior Control Insight the children will be able to alter
the instructions which control actions in the example scenes.
Control at Level Four (9 - 11 years of age)
Work at Level Four involves creating, testing and modifying
procedures. At this level the floor turtle is not the best tool
(although Roamer does handle procedures). A control language such
as Logo or a scenario builder such as Control Insight is really
required.
On screen, the children should use procedures to name sequences
of commands in order to draw geometric shapes or to create pictures.
They should use variables to allow for different sized pictures
to be drawn using the same procedure. They should combine procedures
to create more complex designs, patterns and pictures.
Using Control Insight, children can create new actions and new
scenes which involve a constructing procedure from sequences of actions.
At this level the children should control real models attached
to the computer via an interface. Procedures will allow for complex
control of models such as traffic lights and fairground rides. At
this level they should also include simple feedback, perhaps by
adding a push button to a traffic light and creating a pelican crossing,
or building a lift or burglar alarm system.
Feedback in models is one way of using the computer to detect physical
changes. Sensors, which measure light, temperature, sound, etc.,
can also be used in science activities.

Control at Level Five
Work at Level Five consists of extending the activities undertaken
at level four. A wider range of models should be developed and controlled.
Feedback should allow for increasingly sophisticated activities
to take place.
There is one important addition at this level, however. Children
should pay attention to efficiency in their programming. It is not
enough for the program to simply work, it should do so economically
and efficiently. This will most probably be achieved by creating
both procedures and sub-procedures which work together to create
an efficient system.
Related Activities
In order to fully understand computer control, other skills
and knowledge which are not directly related to ICT should be developed
at all ages.
Spatial awareness and an understanding of relative direction can
be developed in PE lessons. For example, working in pairs, one child
could play the part of a robot and be directed around a maze of
chairs by the other giving directions.
Experiments with batteries and bulbs in science will reinforce
the concept of switches and circuits. This knowledge is required
when children are controlling real models through a computer interface.
In Design and Technology children will build simple working models
either from scratch or using construction kits such as Lego. Later,
they can connect these models to a computer through a control interface
and program them.
Resources required to deliver the Control strand of IT capability
- Electrical toys, torches, radio and tape recorders.
- A programmable floor robot.
- A computer with suitable software installed, including simple
maze games and a programming language such as LOGO.
- Suitable models, interface and software which allow children
to program the models from the computer.
- Suitable materials from which scratch built models can be constructed
(e.g. motors, wires, batteries, bulbs, switches, wood, card, glue,
etc)
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