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Control and Sensing in
Key Stage 1 and 2

Last updated: 12/5/05

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Overview

This document is intended to inform and support primary school teachers in their professional development in this difficult area of ICT skills. It is strongly recommended that the entire document be read, as an understanding of the complete control strand is desirable in order to teach it effectively. However, access to individual units can be gained by using the links at the side of the page.  

What is Control and Sensing in the Primary Curriculum about?

For as long as there have been computers there has been computer control. Industry, commerce and research in many fields employ computers in controlling machines and physical processes. In the UK school curriculum, computer control has been present for nearly 20 years and the UK has led the field, internationally, in the educational exploitation of this technology. Unlike most of the strands in the ICT curriculum where it is possible to pick up a unit and teach it with little knowledge of what came before or what will happen afterward, this is not advisable with the control and sensing strand. It is important to know what experiences the pupils have had and what they will be moving onto because if the children miss links or concepts it is difficult to progress their learning. Hence, it is advisable that all primary teachers have an overall understanding of the complete strand.  


Why do young children have to learn how to control computers?
The skills, knowledge and understanding that pupils gain through programming benefits them in a range of areas of learning, vocational and life skills. Lessons in computer control can improve pupil's abilities in logical analysis, attention to detail, clear rationale, spatial awareness and accuracy of spelling and punctuation. Hence, this type of work has a lot to offer children from the age of 4 onwards. 

How is Control introduced in the Primary Curriculum?
The QCA scheme of work introduces the concepts of computer control in Year 1.

Unit IF Understanding Instructions and Making Things Happen.

The full document can be viewed at the following address:
http://www.standards.dfes.gov.uk/schemes/it/itx1f?version=1

The main objectives of this unit are as follows:

  • In this unit children learn how to give and follow instructions to make things happen. They learn how to sequence instructions, so that others can follow them, and to predict what will happen.
  • Children learn that machines follow instructions and that they need to be switched on and off, and controlled. They will recognise the need for accuracy, definition, and common language.
  • Children will apply what they have learnt in this unit when giving instructions both written and verbal. The unit will also help them understand how everyday appliances operate.

The objectives are delivered through practical sequencing activities and PE sessions - not a computer in sight! However, there are simple programmable robots such as the Pixie that can be introduced at this stage to provide children with the opportunity to practice their programming skills. Find out more about Pixie at the following address: http://www.swallow.co.uk/pixie/pixie1.htm

Programs such as 2simple's Infant Video Toolbox can also be used to give pupils on-screen experience of these important skills.

Teaching and learning activity

The simplest level of 2simple's 2-go program is very similar to the controls used on Pixie and whilst most of the class could be working on controlling the
on-screen turtle, small groups could be given the opportunity to use Pixie on a similar sort of activity e.g. programming Pixie to visit some flowers.

The concept of computer control is then developed in Year 2.

Unit 2D Routes: controlling a floor turtle

The main objectives of this unit are as follows:

  • In this unit children learn how to create, test, modify and store instructions to control the movements of a floor turtle. They learn to programme the floor turtle to move around an area by using single instructions, a sequence of instructions and repeated sequences.
  • The unit will develop children's understanding of programmed devices used outside school.
  • Children should be able to apply what they have learnt in this unit when: creating and using maps in geography; working with shape and space in mathematics; and using devices in design and technology.

The full document can be viewed at the following address:
http://www.standards.dfes.gov.uk/schemes/it/itx2d?version=1

The recommended equipment for this unit is:

  • one, or more, floor turtles which follows instructions such as forward 10, right 5 (Valiant Technology's Roamer or Swallow's Pip are suited to these activities)
  • a large map of an imaginary treasure island, marked with treasure spots
  • A4 copies of the treasure map for recording instructions

These activities are concerned with developing the skills for creating and recording sequences of instructions to control the floor turtle, predicting and testing results through a geographical context. However, there are many cross-curricular applications for the use of this type of technology in the primary classroom (see the following link for suggested activities).
http://vtc.ngfl.gov.uk/docserver.php?temid=15&title=programmable+robots

One of the main benefits of working with a programmable robot is that through its use, even the of youngest children come to realise the importance of care when entering instructions and that the order (syntax) is important. As they explore, they build up rules for themselves. This is a wonderful opportunity for the development of language skills. Research has shown that "when using control in the early years, children talk and listen, revise and review, evaluate and refine the use of their language in order to be understood and to achieve their joint goals".
Carol Fine
Lecturer at the School of Education, Richmond University
Mary Lou Thornbury
Lecturer at the School of Education, North London University

The following link will take you to an excellent article which will elaborate on this point and which also describes some classroom control activities which rely on language exchange.
http://www.mape.org.uk/curriculum/
english/control.htm

Further activities can be found below:

http://www.swallow.co.uk/pip/pip1.htm
http://www.valiant-technology.com/ideas1.htm

The QCA scheme of work for ICT does not have a control unit in Year 3. However, it is suggested that because control can be used in so many curriculum areas and because of the benefit it brings to children in the development of skills and knowledge, there is a good argument for continuing its use across the curriculum.

The development from the Year 2 control unit into Year 4 is a move towards developing the use of the programming language, Logo.  

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Unit 4E Modelling effects on screen

The full document can be viewed at the following address:
http://www.standards.dfes.gov.uk/schemes/it/itx4e?version=1

The main objectives of this unit are as follows:

  • In this unit children learn to enter instructions to control a screen turtle and will compare the operation of the screen turtle with a floor turtle.
  • They learn how to write a procedure that 'teaches' the computer a new word and will be asked to write short sequences to produce particular shapes on screen.
  • They understand that screen steps are smaller than floor turtle steps and will be asked to repeat procedures to produce 'crystal flowers' by rotating the screen turtle through 360 degrees. The suggestion at the end of the unit is for the children to colour their flowers in, which can then be used for display. Why not save their design and then open it in a paint program for children to colour it in?

The children move from a 'concrete' approach to control to an on-screen simulation. They also move from writing basic sequences of instructions to writing procedures (a list of instructions saved under a name). The programming language used to write the instructions is 'Logo'. Logo was devised in the 1960's by Seymour Papert and was specifically designed for use by learners, including children. An important concept guiding its creation was the principle of 'low floor, high ceiling' i.e. easy to use for beginners but it has no limits - within Logo is the ability to manipulate, control or respond to all areas of computer technology. Most programs using Logo feature an on-screen robot or 'turtle'. The children type in instructions to make the turtle move. Papert felt the turtle was an 'object to think with' and was a powerful way to be introduced to the idea of programming. Logo teaches problem solving, logical thinking and constructive methods and allows the user to interactively create and manipulate mathematical processes.

If you would like to find out some more information about Logo or find some activities that can be used in the classroom try the links below:
http://www.atlantic.net/~caggiano/logo/
http://library.thinkquest.org/18446/ (currently unavailable until 2003)
http://www.ecu.edu.au/pa/ecawa/sig/logo/paul_dench/turtle/

There are many Logo programs available commercially that are suitable for use in the primary school:

Superlogo
http://www.logo.com/cat/view/superlogo.html

Imagine
Versatile and sophisticated enough to be used by KS2 pupils through to professional developers of educational software, Imagine Logo, with its myriad of tools and features, becomes an integrated companion to pupils and an extension to all aspects of the curriculum.
http://www.logo.com/cat/view/imagine-primary.html

Terrapin Logo is software for developing thinking and problem solving skills, from simple directions to complex procedures. It can support the teaching of simple concepts of shape and space and
provide enrichment and extension activities for the more able. The turtle pointer can be changed and a range of different backgrounds can be easily inserted for pupils to move around. There is a user-friendly interface with a new 'Logo Toolbox' for drag and drop use. The software comes with sample programs and many free resources.

Granada Logo provides endless opportunities to develop problem-solving and investigation skills. The wide range of project ideas shows teachers how they can use Granada Logo across the National Curriculum. The program utilises five predefined levels, each with a progressive feature set that makes it suitable for all abilities. A range of turtles, backgrounds and resources, appropriate for each level, is also provided.

MSW Logo - a simple but effective logo program that can be downloaded from the Internet from the following address: http://www.softronix.com/logo.html (and it's free!).

The control technology strand of the QCA Scheme of Work begins in Year one with children responding to instructions and sequences of instructions. In Year two children program a robot with instructions and sequences of instructions and in Year four children are taught to write computer programs in the Logo language. In Year 5 and Year 6 we are still essentially concerned with programming computers to carry out instructions, known as commands, and sequences of instructions, known as programs. In so doing we can make the computer control electrical devices such as bulbs, buzzers and motors. The skills taught in units 5E and 6C, along with those taught in science, can be applied to good effect in technology.  

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Unit 5E Controlling devices

This unit in the scheme of work focuses on the following skills:

  • In this unit children learn how to control simple devices, such as buzzers, small motors and lights, using basic control boxes. They learn how to control devices by turning them on and off according to a set of instructions. This will be developed so that children understand how to sequence a set of instructions to get a desired outcome.
  • They will apply what they have learnt in this unit when learning about the built environment, for example traffic lights, or simple manufacturing processes.

The full document can be viewed at the following address:
http://www.standards.dfes.gov.uk/schemes/it/itx5e?version=1
For an example of pupil's moderated work at this level, click on the following link:
http://www.ncaction.org.uk/search/comment.htm?id=205

Again there are many programs that can be used to teach this aspect of the control strand. The following have been looked at in some detail and are easy to use and can be used as on-screen simulations or the instructions can be downloaded to a control box in order to run a model.
Hence, a group of children can be working with a model whilst the rest of the class work on-screen, reducing the need for multiple sets of control equipment and making classroom management easier.

Edutech LessonMaker's Control Maker
This program comes as part of a suite of programs designed to deliver the QCA scheme of work for ICT or can be purchased as a separate entity. The use of the program is supported by detailed lesson plans available from Edutech's website.

http://www.edutechsystems.co.uk/EduTech_Primary/Lesson_Plans/Lesson_Plan_Year_Selection.htm

Roamer - Valiant Technology have now brought out a control box that can be easily fitted to a Roamer and which then makes it suitable for use with this unit (note - if your Roamers are old they may need a simple conversion to make them suitable for this - check with the manufacturer). This is advantageous because children will have probably used Roamers in Year 2 and Year 4 and therefore can consolidate their learning using the same equipment. Also, programs such as RoamerWorld and Granada Logo can be used to develop procedures which can be then downloaded into the Roamer and tested to see how they run. Motors, buzzers and lights can also be connected to the Roamer and programmed to operate according to the instructions programmed in. Ideas for classroom applications using Roamer for this unit can be found at the following address:
Http://www.valiant-technology.com/ideas1.htm

If you would like to see the Roamer control equipment for Key Stage 2 please contact Yvonne Walker on 323275 or email yvonne.walker@nelincs.gov.uk


Junior Control Insight (Logotron) - Junior Control Insight enables the user to program the computer to control electrical devices such as motors and lamps. It can switch them on and off in timed sequences or according to signals created by sensors. In order to connect the devices and
sensors to the computer, you need a control interface; this is a box of electronics which plugs into the back of the computer and provides sockets for connecting the devices and sensors. If you do not have a control interface you can still perform control actions with animated graphics on the screen. Like design engineers, you can build and test complete control systems on the computer alone, without any extra equipment. However, the full potential of Junior Control Insight is realised when you use it to control electrical models.
Flowol 2 (Data Harvest)
Control commands in Flowol are created with flowcharts.

When a flowchart symbol is selected from the toolbar and placed on the main screen, a 'prompt box' appears, which only allows appropriate instructions to be chosen for that symbol.

The lines are drawn by clicking from one symbol to the next.
Labels can be added to explain the purpose of each part of the flowchart. Symbols, lines and labels can all be moved, edited or erased. Flowol can run up to 20 flowcharts simultaneously, each controlling a different event. The diagram shows two of these.

A beginner may draw one flowchart to turn the security floodlight on when it is dark and off again when it is daylight. Another flowchart could control an on/off sequence for the inside house lights after dark, and yet another to set and detect the alarm system. This progression of flowcharts provides the differentiation needed for each pupil. More experienced users can introduce sub-routines [e.g. for car park barriers, automatic doors etc]. Variables may then be applied to repeat procedures, to count cars, or used to trigger different flowcharts [e.g. so industrial processes can be synchronized]. The solutions can be 'modelled' by testing them in a simulation mode on the 'mimics'. These pictures are animated to show the effect of the outputs, and you can 'click' on sensitive areas on the mimic to trigger the inputs. A wide selection of mimics are available but the 'Mimic Creator' allows the user to produce their own. When a suitable interface is connected, the real situation can then be controlled. The 'Flowol Graph' window can data-log the analogue and digital inputs as line or block graphs and monitor the response of the outputs.
A demonstration version of Flowol2 and instructions can be downloaded from the
Data Harvest web site: http://www.data-harvest.co.uk


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Unit 5F Monitoring environmental conditions and changes

The next unit in the scheme of work focuses on the following skills:

  • In this unit children learn that devices (data loggers) can be connected to a computer to monitor and measure changes in environmental conditions. Children gain an understanding of computer monitoring of external conditions.
  • This unit links with the ICT key stage 2 programme of study 2b (monitoring events such as changes in temperature) and with the science key stage 2 programme of study Sc1, Scientific Enquiry 2f (making systematic observations and measurements including the use of ICT for datalogging).
  • Children should be able to apply what they have learnt in this unit when working on Unit 6C 'Control and monitoring - What happens when...?'


The full document can be viewed at the following address:
http://www.standards.dfes.gov.uk/schemes/it/itx6c?version=1

Data loggers have enormous potential to enhance the primary science curriculum. They enable children
to design and carry out investigations which exploit the ability to record data accurately over time.
This unit is designed to teach children the concepts and techniques of data logging. Its key objective
can usually be met in a relatively short time and there seems little point in spending longer than is necessary. It is better to apply the learning repeatedly in order to meet scientific learning objectives.
Suggested equipment:
Ecolog (Data Harvest)
There are a number of data loggers suitable for use in the primary sector available on the market and one of these is Ecolog by Data Harvest which has been used successfully with both infant and junior classes.

Ecolog is a portable remote data logger with built-in sensors with new, enhanced Sensing Science Primary software to make it easy to use. EcoLog monitors changes in temperature, light and sound wherever you want - in the classroom, in the corridor or outside. EcoLog can be linked to a computer, or set up to collect data on its own.
Click on the slide on the right to see a presentation to find out more about Ecolog. (You need Flash for this.) You can right click or Control Click on a Mac and select zoom in to see a clearer view of screen shots.
After viewing to get back to this page use the 'Back' button (top left).

  - this only takes a very short time. Click on the logo to open a new window. To get back to this close the window.

http://www.west-borough.kent.sch.uk/ictunit5f.htm - click on this link to find out how West Borough Primary School is using a data logger for work in Geography and Science.
Other equipment which can be used to fulfill this unit:
Discovery ECONOMATICS
SenSci VALIANT
Click on the links above to find out more!

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Unit 6C Monitoring environmental conditions and changes

The next unit in the scheme of work focuses on the following skills:

  • In this unit children learn how to use input devices or switches to control a process.
  • They learn that it is possible to attach devices such as pressure pads, light sensors, magnetic switches, on/off switches or other devices to a control box. The computer can then be programmed to carry out a process when it detects some sort
  • of change, eg switch on the light when it gets dark.
  • They learn the new control language necessary to program the control box to make such decisions, eg 'if... then...'

The full document can be viewed at the following address: http://www.standards.dfes.gov.uk/schemes/it/itx6c?version=1

  • Click on the link below to read an excellent article with suggestions for software and hardware for teaching control at KS 2-3. I would also suggest that Junior Control Insight could be used as simulation software

www.ict.oxon-lea.gov.uk/ICT_docs/CONTROL_AT_KS2-3_%20SOME_ANSWERS.pdf.
(You need the free Acrobat Reader to read this document)

  • Click on the link below to read an interesting commentary on how Robolab can be used in the classroom.

http://www.kented.org.uk/ngfl/assessment/y6-control.html.

  • Click on the link below to view a website with suggestions for software/hardware and teaching activities for the each unit in the control strand.

http://www.primaryict.info/control_help.htm

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Notes on supporting learning in Key Stage 2 control

There is a fine line in this type of work between telling the children what to do ("Your program will need to repeat itself X times"), and teaching them the skills needed to develop their ideas ("What happens if ………? How can we make sure that……..?"). The temptation is to try to cover more ground than the children may be ready to understand. With experience, the teacher knows when to ask the question: "Have you thought of trying….?" Pupils confident to progress will respond positively. A negative response, or replies like "We haven't tried yet...That sounds hard!" mean that more practice is needed. With this type of work it is important that children have as much time as they need to experiment with the template programs. They need make changes, and see and understand the effects of these changes, before they move on to designing their own programs or adding more sophisticated parts. Programs should be built up stage-by-stage with additions and amendments as pupils realise the need. This is especially important when classes may have more than a week between turns. Unless foundations are secure, each new session involves a lot of revision and/ or direct teacher intervention. Program writing is not a trick to be learned, but a logical sequence of ideas. We all remember the days when children were asked to write instructions for a simple task, then forgot the most fundamental. Control gives an opportunity to solve open-ended problems. The child's understanding of each stage is paramount. Pupils with the understanding and confidence will naturally develop more complex programs.  

Assessing pupil's work in control and sensing 
Conclusion

here is no question that the control and sensing strand of the QCA scheme of work for ICT is one of the most difficult elements to deliver in the primary school. However, as access to better equipment and improved training for teachers occurs, it is hoped that the skills, knowledge and understanding that pupils gain through programming benefits them in a range of areas of learning, vocational and life skills. The aim of this document is to provide a rationale for the teaching of these skills and knowledge and to set this against a range of equipment and activities in order to provide a context for teaching and learning.

In considering this document, it should be noted that inclusion does not constitute endorsement of the company or product. Similarly, omission does not denigrate products or organisations. Without prejudice.  

 

 

 

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Nicky Worrell Tel: 01472 323274
nicola.worrell@nelincs.gov.uk