Wednesday, 21 October 2009

Using Virtual Experiment To Teach Science Using ICT

Why use virtual experiment to teach science?

To take the advantage of using current technology to use the software environments which:
- mimic a real situation of interest,
- current computer technology allows the creation of special purpose,
- is accessible and rich environments that have, in the area of data collection and analysis,
- the potential to give learning experiences well beyond those of traditional textbook exercises.
- can be freely used over the web.

Another advantage is that some experiments are too dangerous to be demonstrated in the science lab, for example experiment that involves using fire, can be demonstrated using virtual experiment.

Virtual experiment allows the teacher to mimic the real situation virtually such as in teaching explosions and about the spread of infectious diseases.

The Activity:
Virtual Experiment on changing the state of water (liquid, solid and gas) and also some of the process that are involved in changing the state (evaporation, condensation, freezing, melting and boiling).






The pupil trying the virtual experiment on the IWB.


Another pupil trying the same activity.


The pupils answering the exercise sheet.


The Lesson Plan


LP virtual expt -

The Fill-in-the-blanks exercise

fill in the blanks exercise -

Report:
The activity was done in SR Katok, Brunei III on Monday, 19th October 2009 with Primary 5 pupils due to unexpected circumstances. The same activity was done by my group partner, Md. Suria bin K. Karim (08B1042) at SR Muhammad Alam, Seria on Saturday, 17th October 2009 with year 4 pupils.

Evaluation of the activity:
Most of the pupils enjoyed the lesson and some of them prefer this than using the actual manipulative in the science lab. This is reflected in their ability and understanding towards the lesson from the marks that they got from the exercise sheet that was given. On average, the pupils got 7 marks out of 10. although none of them got 10 out 10, the mode from the marks is 6.


Monday, 12 October 2009

Using Euclidean Reality software and Geometer Sketch Pad to teach mathematics using ICT

Euclidean reality software and geometer sketchpad can be used to teach mathematics using ICT.
The properties of a straight line, a triangle, a rectangle and a circle can be taught using these two software. Some of the examples are in the activities below:

Activity 1a:
1. Draw a straight line and label the points A, B and C.
2. Measure the length of AB, AC and BC.
3. Measure the angle of ABC.



Activity 1b:
1. Draw the line AB, then draw the line BC.
2. Label the points and measure AB, and BC.
3. Measure the angle ABC.



Activity 2:
1. Draw the triangle ABC and label the points.
2. Measure the length AB, BC and AC.
3. Measure the angle of ABC, BCA and CAB.
4. Add all the 3 angles in triangle ABC.



Activity 3:
1. Draw and equilateral triangle and label the points A,B and C.
2. Measure the length of each side.
3. Measure all the angles and add them together.



Activity 4:
Draw a rectangle and label the points A,B, C and D.
Measure all the sides.




Activity 5a:
1. Draw a circle
2. Measure the radius and find the diameter.
3. Calculate the circumference and area of the circle.



Activity 5b:
Similarly, we can use Geometer sketch pad for circle.
We can use the auto-calculate feature on the software to measure radius, circumference and area of the circle.



Using Euclidean and and Gsp

Monday, 5 October 2009

The Use of LOGO Programming Software With Upper Primary Pupils

What is LOGO Programming?

LOGO stands for Logic-Oriented Graphic-Oriented. It is a software in which we use simple programming language to draw simples shapes and pictures on a computer. It has a pen called a TURTLE which can be instructed to draw pictures. The turtle in LOGO really resembles a turtle which sits on the floor and we just instruct it to move and then create the shapes traced by the movement of the turtle.

The LOGO screen is split into two windows in which one is a display screen which the turtle making the moves and the other one is a command input box in which we key in the commands and execute them by pressing the enter key.


Uses of LOGO Programming in Education

Logo fits easily into the mathematics class, but it can also be used to explore other areas. The focus in most classrooms is not on programming, but on the thinking processes that Logo encourages. It has been used to develop simulations and to create multimedia presentations. It is accessible to novices, including young children and also supports complex explorations and sophisticated projects by experienced users.

Report:

In the lesson, I chose five year 5 pupils in my previous school, Sekolah Rendah Katok ‘A’, Brunei III. They only have basic knowledge about computers and this is their first time using the LOGO Programming software.

The pupils were able to draw squares and rectangles. They know the basic features of the shapes such as angles and the number of sides. I drew out the answers from the pupils regarding the number of degrees in a right-angle as well as in a triangle, that the sum of all angles is equal to 180 degrees. I also asked them what is the main difference between a square and a rectangle in which they answered that squares has all sides equal, while in rectangles, only two sides are equal. When I showed them some other commands, they seemed to understand them and replicate the shapes that I asked them to draw.

After the lesson I interviewed the pupils and they told me that it was difficult to use the commands at first. But after a while they got used to the idea and found out that the use of the REPEAT command is easier when compared to the keying in the steps manually to draw the shapes. The pupils also found it enjoyable and they are looking forward for similar lessons in the future.

The lesson would be more successful if the teacher is more familiar with the commands in the software and the pupils to have more time to use the software properly. Another problem would be the number of available PCs that are accessible to the pupils. The use of the software is recommended for other educators provided they master the software first before teaching it to their pupils. The lesson will require in-depth planning while time and patience are also essential in making the lesson successful.











Pc Logo Lesson Plan

Pc Logo Notes