Turtle Coder and the Turtle Coding Box

Submitted by PeggyR on Thu, 04/06/2020 - 18:12

General Info


Turtle Coder and the Turtle Coding Box
Abstract

The TurtleCoder is an inclusive programming environment specifically designed to introduce all children from up from 8 years to programming. The programming language Logo serves as a basis. The development environment "TurtleCoder" offers the possibility to program own small scripts in Logo on the computer or the Tablet-PC. The purpose of TurtleCoder is to define the way the turtle must walk. While walking it draws a line and designs pictures. Completely without previous knowledge and self-explanatory. It is based on the platform Touchdevelop and does not use block programming, but uses the principle of visual programming. Children can write their own lines of code in the app and approach the programming language Logo like a new foreign language, including vocabulary, rules and syntax. A suggestion list helps to avoid errors. In addition to its simple structure, another strength of the LOGO programming language is that the individual commands can be discovered by the children not only digitally in a programming environment, but also offline in the classroom.

Educational material for inclusive STEAM education is provided with the "Turtle Coding Box". Within that box educators/teachers find learning activities for digital and analog STEAM-education. Within the analog activity children themselves slip into the role of the turtle and run or move the required figures according to the sequences of commands in the room - an outstanding principle for converting their own movements into code. The learning material supports and encourages educators and teachers to provide Coding-Art-lessons while benefiting from algorithm.

With the Turtle Coding Box, ALL kids can learn how to code, regardless of social background, physical or mental abilities or disabilities. The resource provides:

  • the coding app TurtleCoder with integrated assistive technologies for learners with disabilities
  • the Turtle-Book as digital, interactive teaching resource with a complete curriculum for informatics basic education with 7 lesson plans, video-tutorials for teachers & students, task cards & working material
  • selected material with Braille, special videos with sign language

What is unique about the resources is that both the didactic approach and the technology are designed for inclusive learning. Teachers are able to teach coding with very diverse learners within one group at the same time. Children with and without disabilities, highly gifted ones or with learning difficulties – for the first time ALL students code together with just one resource and foster digital skills together. This enables future opportunities!


Practice's Language
German
STEAM discipline
Technology
Arts
Mathematics
Technology Area/Topic
Algorithm Design
Art Area/Topic
Painting, sculpture, architecture
Digital artefacts
Mathematics Area/Topic
Logic
License
All rights reserved. The owner of the rights permits to use the contents in a school environment not to use and reproduce in unchanged form for commercial purposes.
Leading author of the practice
Helliwood media & education at fjs e.V:
Author's organization
Helliwood media & education at fjs e.V:

Audience and Educational Framework


Audience
Educator
Learner
Students
Audience competence
Beginner
Educational/EQF level
1
Age Range
8-16
Educational/Training framework
Elementary/primary school
Middle/junior high school
Teachers
non-formal

Educational Details


Educational Subject
computer science, mathematics, English, art
Description of the practice

The TurtleCoder is a programming environment for beginners, in which a small virtual turtle is given commands via lines of code, which it implements as movement on the screen. It traces the path it has travelled and creates the so-called Turtle graphics, which range from simple geometric figures to artistic drawings. The programming language LOGO is easy for children to understand and learn. With just a few basic commands (forwards, backwards, turn left, turn right) children can start their first learning experiments and learn important programming principles step by step in combination with drawing and designing the screen. The clear, simple commands and constructions can be understood and worked on by children with different previous knowledge, with disabilities and different needs.

In addition to the simple structure, another strength of the LOGO programming language is that the individual commands can be discovered by the children not only digitally in a programming environment, but also in the classroom. Thus learning activities are hybrid - they can be rolled out online and onsite. The children themselves slip into the role of the turtle and run or move the required figures according to the sequences of commands in the room - an outstanding principle to convert their own movements into code. In addition, all learning units contain exercises in which the teacher simulates the programmer and the executing computer program with the children. This supports the discovery learning of programming.

In order to enable learners to make independent discoveries in the sense of constructivist learning, it is recommended that teachers increasingly take on the role of learning guides. The way they are learning is problem based as children learn immediately in the programming environment.

The students benefit greatly from programming and drawing if they can solve the tasks in small teams. It is therefore advisable to always have two children working on one computer or tablet. In this way they can construct their solutions together, and the exchange of ideas promotes their ability to cooperate, collaborate and communicate. Reaching the goal together strengthens the group cohesion.


Duration of practice realisation
5 hours
Difficulty
Easy
Educational Use
group work, curriculum, digital drawing

Learning Outcomes

The competence to solve problems and act is strengthened. By using the programming language LOGO as an example, students learn the most important functions and basic principles of programming and identify algorithmic structures. In doing so, they learn to recognize technical problems and develop their own solution strategies. 
 
Starting with the basic commands, simple structures such as loops, variables, operators, subroutines and conditions are covered. In addition, the students can extend the instruction set of the Turtle themselves and thus learn the first concepts of object-oriented programming.

The methodological-didactical approach as well as the programming environment used are designed to ensure that all students can achieve the expected learning outcomes, regardless of gender identity, social background, physical and cognitive abilities, and individual learning ability. The needs of children with impairments and disabilities have been specifically considered.

 


Orientation/Focus
develop new skills
Delivery mode
Face to face learning

Hardware/Software/Other Resources

A computer or laptop is required. The TurtleCoder is available as a WebApp (https://www.code-your-life.org/turtlecoder/#/login) and also as an offline version.

Other materials are not absolutely necessary. However, it is also possible to connect the app to a drawing robot (e.g. mirobot) and have the programmed graphics drawn directly.


Implementation

(where and how the practice was implemented)


Country that was implemented
Germany
Framework/οrganization that was applied to
The turtle coder and its educational materials are part of the Initiative "Code your life" (Microsoft YouthSpark) rolled out in Germany.
Audience size
25

Description, evaluation and lessons learned

The TurtleCoder can be used with up to 25 to 30 students in a school class. The students work in teams of 2.
The introduction and learning of new commands is done frontally. Afterwards the teams have time to gain experience and to try it out themselves. For a better visual understanding offline exercises are used.

Many teachers integrate the TurtleCoder in other school subjects. It is in mathematics, technology, English and Art. However, projects in geography can also be carried out if buildings and places of interest are programmed with the turtle.

Since 2015 we have reached about 120,000 children annually with the Code your Life initiative.


Educational material/resources (file/URL) accompanying the practice


Educational material/resources
Turtle Book - Materials with inclusive learning activities

License
fjs e.V. - Content can be adapted for non-comercial and educational use.
Educational Resource Type
exercise
Interactivity Type
active
Language

German

More comments about this Resource

The Turtle Book aims to provide educators and teachers inclusive learning scenarios for the usage of Turtle Coder. It contains of tasks which can directly be used by students. The digital version also provides videos for educators and teachers on how start coding activities and create pictures with the support of the turtle.


Academy - How-to-videos for children, youth and teachers

License
fjs e.V.
Educational Resource Type
exercise
Interactivity Type
expositive
Language

German

More comments about this Resource

The Academy provides How-To-Videos for different target groups: children, youth and teachers. The explanatory videos are easy to understand and provide assistance in order to use the programming environment. For realising the inclusive approach the videos are provided with subtitles and sign language.


Rate this Practice

2 votes with an average rating of 2.5.

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