Grade 6: Which integer is greater?
(From: OAME)
The lessons and activities within “Which Integer is Greater?” will unfold over a number of math classes (60 minutes each).
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The lessons and activities within “Which Integer is Greater?” will unfold over a number of math classes (60 minutes each). This is the suggested order:
Start Learning
Unplugged Task-Teacher is a Robot
Optional lessons depending on your students’ knowledge of coding
Movement Along the Number Line - Background Information
Make a Number Line on Grid Backdrops
Active Learning
Parts 1 & 2 - Which Integer is Greater Lesson Plan
Part 3 - Coding for Markers on Number Line Lesson
Part 4 - Coding for Arrows on a Number Line
Consolidation of Learning
Recap and Consolidation for Integer Lessons
5 Things I Learned about Integers Scratch Project
Further Consolidation and Next Steps
Worksheets or Student Challenges
Remix Ideas
Student Projects (sample)
Connecting Math Algorithms to Coding
Coding and Integers in Scratch
Number
B1. demonstrate an understanding of numbers and make connections to the way numbers are used in everyday life
B1.2 read and represent integers, using a variety of tools and strategies, including horizontal and vertical number lines
B1.3 compare and order integers, decimal numbers, and fractions, separately and in combination, in various contexts
Algebra
C3. solve problems and create computational representations of mathematical situations using coding concepts and skills
C3.1 solve problems and create computational representations of mathematical situations by writing and executing efficient code, including code that involves conditional statements and other control structures
C3.2 read and alter existing code, including code that involves conditional statements and other control structures, and describe how changes to the code affect outcomes and the efficiency of the code
C4 apply the process of mathematical modelling to represent, analyse, make predictions, and provide insight into real-life situations
C4. apply the process of mathematical modelling to represent, analyse, make predictions, and provide insight into real-life situations
Social-Emotional Learning (SEL) Skills in Mathematics and the Mathematical Processes
A1. Throughout this grade, in order to promote a positive identity as a math learner, to foster well-being and the ability to learn, build resilience, and thrive, students will apply, to the best of their ability, a variety of social-emotional learning skills to support their use of the mathematical processes and their learning in connection with the expectations in the other five strands of the mathematics curriculum.
In this lesson, to the best of their ability, students will learn to recognize sources of stress and cope with challenges and build relationships and communicate effectively as they apply the mathematical processes problem solving (develop, select, and apply problem-solving strategies) and reflecting (demonstrate that as they solve problems, they are pausing, looking back, and monitoring their thinking to help clarify their understanding), so they can work through challenging math problems, understanding that their resourcefulness in using various strategies to respond to stress is helping them build personal resilience, and so they can work collaboratively on math problems – expressing their thinking, listening to the thinking of others, and practising inclusivity – and in that way fostering healthy relationships.
use pseudocode or create a Flowchart to show our mathematical thinking.
align lines of code, through block-based programming (Scratch), within a mathematical algorithm.
give instructions to a robot or an idea machine that are a single action.
understand my mathematical thinking and algorithms when I break them apart into individual actions or steps.
match up Scratch blocks with actions listed in my pseudocode &/or flow chart.
Note: Students should develop additional SC’s as the lesson(s) progress.
For the classroom:
Computer and Internet
Projector or screen sharing
For further reading:
Scratch Off-Line Version links:
Offline Editor Information from Scratch Wiki
Download Off-Line Version of Scratch
Information from Scratch site:
Information from Scratch Wiki on Student and Teacher Accounts
Number: integers, number lines
Coding: Students may learn about conditional statements with these lessons or consolidate previous incidental learning regarding conditional statements.
Prior Learning about Scratch Coding:
Experience with coding in Scratch or other block coding will be helpful for this lesson. However, for each project, there are
links to files with screenshots and written instructions for various aspects of Scratch coding. For example, How to use the Paint Editor; How to make a Variable; How to make a List; and The MOD operator block. Teachers and students should use as much or as little as they need.
Unplugged Activity Teacher is a Robot Lesson Plan
Students give actions for the teacher to act upon exactly as given. Students learn to give explicit instructions using exact wording. This will be critical for computational thinking and decomposing math algorithms and their transfer to coding.
The links below might be useful for teachers (and students) to understand before using Scratch for these lessons. Their use is optional.
Movement Along the Number Line - Background Information: Motion Blocks move around by steps (10 steps = 10 pixels) or (x-, y-) coordinates. This one-page explanation outlines the basic information. While it is titled, Movement along the Number Line, it is movement along the x-axis, which for these projects IS the number line.
Make a Number Line on Grid Backdrops: This document is instructions for the Paint Editor for students to have a grid backdrop, and with the Erase tool, erase grid lines above and below the x-axis so a number line is all that is left. Then, using the Text tool, add -/+ integers along the number line. This is not necessary for the Integer Projects: they can be run with a full grid backdrop or a partial grid (number line). The coordinates remain the same.
Parts 1 & 2 - Which Integer is Greater? Lesson Plan
User is asked for 2 integers, program sorts by <, >, or =. The lesson plan has two parts that may be completed in 1 or 2 periods.
Part 1 is the development of pseudocode.
Part 2 is teacher modelling of coding.
Lesson plan instructions include pseudocode, making a variable, nesting of Math Operator blocks, and IF/Then & IF/Then/Else blocks. In this lesson, the teacher acts as a scribe for pseudocode and models building the program in Scratch.
Link to Scratch project “Which Integer is Greater?”
Part 3 - Coding for Markers on Number Line Lesson. Returning to the coding for “Which Integer is Greater?”, additional instructions are provided to have a red and blue marker move to the location on the number line, and once there, the integer appears.
Scratch Project: Markers on a Number Line
Part 4 - Coding for Arrows on a Number Line Like Part 3, the original project is given additional coding. In this case, arrows move from zero to the integer and show the relative distance for each integer.
Link to Scratch Project for Arrows on a Number Line
After testing the three Scratch examples, invite the students to ‘’look inside’’ to read/observe the code. Have the students discuss what they see.
Teacher Moves
Teacher moves are incorporated into the lesson plan parts as scripts. Look for “Teacher says” and screenshots with instructions to move students’ thinking.
In Part 1and Part 2 the teacher will act as a scribe for the students’ ideas to develop a pseudocode. Then the teacher will guide the students to identify the Scratch blocks needed to carry out the actions in the pseudocode
In Part 3 and Part 4 the teacher will model the selection and assembly of the blocks required to complete the Scratch integer projects. The teacher can refer to the Sample project as needed.
Classroom Opportunities for Social-Emotional Learning:
Paired Programming
Classroom Advice Space & Buddy Programming
Opportunities for Differentiation (meeting the needs of all learners)
Recap and Consolidation for Integer Lessons provides key ideas scripted for the teacher to use in part or as a whole. It can be used and repeated throughout the series of lessons.
Scratch Project: 5 Things I Learned about Integers is a classic Scratch project that can be used across multiple subject areas as evidence OF learning or to consolidate learning. Think of it as a coding presentation or slide deck. It is one of 24 Starter Projects from the ScratchTeam.
Opportunities for Assessment
The checklist below can be used by students to track their use of Scratch coding elements or used by teachers to assess student projects.
Checklist for Evaluating a Project -Editable Version
Questions Specific to Pseudocode or Flowchart.pdf
Questions Specific Integers on Number Line Projects.pdf
Questions for Coding in General
Remix Ideas for Integers on a Number Line (for Further Consolidation) are suitable for differentiated learning as well as further consolidation--in particular, modifying elements within a Project must contain challenges.
Sample of Unplugged/Plugged Worksheet - Teacher or student constructed challenges using screenshots of Scratch Grid backdrops &/or block stacks consolidate learning of math concepts and coding.
Sample Task or Student Challenge
Student projects - Students create their own projects based on math concepts and coding examples taught. For example, here is one with a Lightning Bolt sprite that moves to show an integer on the number line.