Draftsman in the robot system program. Computer science in first school


Introduction to the Idol program and mastering the basics of programming.

In it, students can gain practical skills in creating and debugging an algorithm, working with such performers as Robot, Draftsman, Aquarius, Grasshopper, Turtle.

When studying one of the most difficult sections of computer science, “algorithmization and programming.”

Purpose of development :

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Methodological development in computer science.

Topic: “Robot performer in the KuMir program in computer science lessons”

technology teacher "Informatics and ICT"

Explanatory note

Development goal: study programming possibilities using the example of a specific Robot performer using the KUMIR environment; provide practical skills in working with a performer.

Methodological developmentcompiled for computer science lessonsPractice on the computer: work with educational algorithm executor; drawing up linear, branching and cyclic algorithms for executor control; drawing up algorithms with a complex structure; use of auxiliary algorithms (procedures, subroutines).

Students should know:

  • what is a performer; SKI Robot, environment of the Robot performer;
  • what is an algorithm;what are the main properties of the algorithm;
  • ways of writing algorithms: flowcharts, educational algorithmic language;basic algorithmic constructions: following, branching, cycle; structures
  • algorithms; ⇒ assignment of auxiliary algorithms; technologies for constructing complex algorithms:

Students should be able to:

  • understand descriptions of algorithms in training algorithmic language;
  • perform an algorithm trace for a known performer;
  • create linear, branching and cyclic control algorithms for the Robot performer; highlight subtasks; define and use auxiliary algorithms.

Lesson 1 (2 hours) Lesson 1.

Performer Robot.Executor command system.

Lesson plan.

  1. Description of the performer's SKI, the performer's environment.

2. Analysis of typical Robot algorithms.

During the classes.

Let's look at the artist's description.

Artist Environment: Performer The robot can navigate through a labyrinth drawn on a plane divided into cells.

SKI Robot : simple commands: up, down, left, right, paint.

Logical commands: (condition checks)

top free bottom free

left free right free.

Logical connectives: AND, NOT, OR:

Example: (Not left free) or (Not right free)

Branch command: loop command:

If the condition then no condition yet

A series of commands a series of commands

that's all kts

(In the 2009 CMMs, the Robot’s commands were different from those familiar to children, which led to confusion :)

Branch command: loop command:

If the condition then nts for now the condition to do

A series of commands a series of commands

end end

General view of the Idol program window. Graphical environment of the Robot:

In KIMs demo version 2010 team format changed to habitual

The procedure for creating an algorithm:

1.Teams Tools -Edit starting environmentdraw walls on the Robot field and set the Robot to its initial position.

2.Teams Robot - Change starting environmentmaintain the new environment.

3.Teams Insert - Use Robotindicate the artist.

4.In the document window, write down the algorithm using the menu Insert.

5. Using Execution commands – run the algorithm continuously (or step by step).

6. Consider the result of executing the algorithm and, if necessary, debug it.

Lesson 1 (2 hours) Lesson 2.

Practical work "Compilation of linear algorithms".

Tasks: 1. Robot at an arbitrary point in the field. Paint the cell above, below and to the right of the original position.

  1. Robot at an arbitrary point in the field. Move the Robot 4 squares to the right, coloring them.
  2. Create a new starting environment by drawing a square with a side of 4 squares on the field. Save the setting as the starting one.
  3. Create a new starting environment by drawing a corridor on the field with passages in the walls. Save the environment as obst2.fil. Change the starting environment to the newly created one.

Lesson 2 (2 hours) Lesson 1.

Subject : Branching and sequential refinement of the algorithm.

Analysis of CMM tasks using the Robot performer.

use Robot

alg kim 2009

beginning

if not free from below

then to the right

All

if not free from below

then to the right

All

if not free from below

then to the right

All

con

use Robot

alg kim 2010

beginning

if not free from below

then to the right

All

if not free from below

then to the right

All

if not free from below

then to the right

All

con

Etc. slave. No. 14. Compilation and debugging of branching algorithms

Tasks. See Attachment.

Lesson 3. Cyclic algorithms. Lesson 1-2

Target: reveal the essence of the concept of a cycle in algorithms, show the forms of recording cycles in algorithms, give skills in creating and recording cyclic algorithms.

Etc. slave. No. 15. Compilation and debugging of cyclic algorithms

1.Create an algorithm that paints all internal cells adjacent to the wall.

use Robot

alg

beginning

nts the right is free for now

paint over; right

kts

nts the bottom is free for now

paint over; down

kts

nts not free from below yet

paint over; left

kts

con

2.Create an algorithm that paints all the cells between the Robot and the wall. The distance to the wall is unknown.

use Robot

alg

beginning

nts the right is free for now

right; paint over

kts

con

3.Create an algorithm that paints all the cells located between two walls.

use Robot

alg uch3

beginning

nts yet (not free from above) or (not free from below)

right

if (not free from above) and (not free from below)

That

paint over

All

kts

con

4.Create an algorithm that paints all the cells around a rectangular wall.

alg uch4

beginning

paint over;up

nts not free on the right yet

paint over;up;

kts

paint over; right

nts not free from below yet

paint over;right;

kts

paint over;down

nts not free on the left yet

paint over;down;

kts

paint over; left

nts not on top yet free

paint over; left;

kts

con

use Robot

alg uch5

beginning

right

nts not free from below yet

paint over; right

kts

paint over; down

nts the left is free for now

paint over; left

kts

nts not free on the left yet

paint over; down

kts

paint over;left;paint over; up;

nts free on top for now

paint over; up

kts

nts not on top yet free

paint over; left

kts

con

Lesson 4 Lesson 1

Auxiliary algorithms.

Target: introduce the concept of main and auxiliary algorithms; explain the rules for using the auxiliary algorithm; analyze examples of algorithms using auxiliary ones.

Lesson Plan

1.Introduction of new terms (main and auxiliary algorithms, calls) and explanation of new concepts.

2. Analysis of examples of solving problems using an auxiliary algorithm.

When solving some problems, it is convenient to break them down into smaller subtasks, each of which can be formatted as independent algorithm. In this case, the so-called main algorithm is first compiled, in which calls to auxiliary algorithms are used to solve subtasks, which are added later. This solution is calledmethod of sequential refinement.It allows a group of programmers to work on a project, each solving their own subtask.

In the process of solving a problem, each auxiliary algorithm can, if necessary, be divided into smaller auxiliary algorithms.

The command to execute the auxiliary algorithm is called challenge and is written in the body of the main algorithm.

The same algorithm can be considered as the main and auxiliary in relation to other algorithms. In an algorithmic language, the main algorithm is written first, and auxiliary ones are written down in a row.

Task 1:

The robot is in the upper left corner of the field. There are no walls or painted cells. Create an algorithm, using an auxiliary one, that draws four crosses on one horizontal line. The final position of the Robot can be arbitrary.

Solution

Analysis on the board:

Task 2. The robot is in the upper left corner of the field. There are no walls or painted cells. Create an algorithm that paints an 8 x 8 square in a checkerboard pattern. The final position of the Robot can be arbitrary.

Lesson 4 Lesson 2

Practical work on a PC “Solving a problem using auxiliary algorithms”.

Target : to instill practical skills in constructing algorithms using the method of sequential refinement.

Lesson Plan

1.The task takes place entirely on a PC. Students receive assignments and complete them in the Idol software environment. The results of the work are saved as files for later verification.

Problem 1 . The robot is in the lower left corner of the field. There are no walls or painted cells. Write an algorithm that paints 6 vertical stripes the same length of 6 cells. The final position of the Robot can be arbitrary.

Problem 2 .Using auxiliary ones, create an algorithm for painting the cells that form the number 1212.

Homework: Come up with an algorithm that draws the following image: To solve the problem, use two auxiliary algorithms.

Lesson 5 Lesson 1-2

Test

“Drawing up an algorithm in the Robot executor environment.”

Target: test the acquired knowledge on the creation and ability to analyze algorithms in the Idol software environment.

Tasks for test work are divided by difficulty level and includes 3 tasks with the performer Robot (task 1 and 2 - on branching and loops, task 3 - on using an auxiliary algorithm.) The texts of the tasks are given in the appendix.

The initial and final situations and created algorithms are recorded as a file.

The grade is given according to the level of difficulty of the task. The student has the right to choose the type of assignment.

For in English, which ensures the replacement of all keywords language, interface elements and system messages into English. Please note that when updating the program version, you must also update and a localization file.

News now also in the Telegram channel

March 15, 2019
Training program posted PasLaz V.A. Pasevich Lazarus environment.

December 23, 2018
Developments posted V.A. Pasevich(Robot, Turtle).

September 11, 2018
Now you can copy the contents of the console window to the clipboard.

November 20, 2016
A new version: It is now possible to call the main program recursively.

License

Learning environment Performers And methodological developments are distributed according to the principle “As is” - “As Is”. This means that you use them at your own risk and the author does not bear any responsibility for damage caused to you personally and to your computer as a result of using the programs and techniques obtained on this site.

  1. 1) publication of materials in any form, including posting of materials on other Web sites;
  2. 2) distribution of incomplete or altered materials;
  3. 3) inclusion of materials in collections on any media;
  4. 4) obtaining commercial benefits from the sale or other use of materials.

Downloading materials means you accept the terms of this license agreement.

Download materials from other authors

All materials are posted in public access with the consent of the authors.

Tutorial PasLaz V.A. Pasevich, designed to transition from executor programming to programming in the Lazarus environment. 15.03.2019
Tasks for performers Robot and Turtle. Author - V.A. Pasevich, Honored Teacher of the Russian Federation. (2,784 KB)
Algorithmics course (7th grade): performers Robot, Draftsman and Turtle. Author - L.A. Kayushkina, MBOU Secondary School No. 11, Ishimbaya, Republic of Bashkortostan (472 Kb)
Work program “Algorithmics” (5th grade, Federal State Educational Standard): performers Robot, Draftsman and Turtle. Author - N.E. Leko, secondary school No. 9, Tikhvin (220 Kb)
Development of lessons for the performer Robot. Author - S.V. Chaichenkov, MBOU Grushevskaya secondary school, Aksai district, Rostov region. (2 454 KB)
Curriculum: performers Robot, Draftsman and Turtle. Author - N.E. Leko, secondary school No. 9, Tikhvin (200 Kb)
Author - G.A. Gavryukova, Municipal Educational Institution Secondary School No. 68, Ryazan ( ZIP archive, 3 380 Kb)Robot
PROGRAM/DRAWER Draftsman
PROGRAM/TURTLE subdirectory with example programs for the performer Turtle
PROGRAM/KURS subdirectory with sample programs for an artist-independent programming course
PROGRAM/FRACTALS subdirectory with examples of programs for constructing fractals
PROGRAM/PASEVICH subdirectory with developments by V.A. Pasevich (Robot, Turtle)

After unpacking the archive, the program is located in in working condition and does not require any additional installations.

The ability to write programs for the Robot performer is very important. These tasks are related to tasks with high level complexity and allow you to earn an additional 2 points (subject to the correct solution). We will study the Robot.

A 9th grade graduate should have an understanding of algorithms and be able to write. To write algorithms, you can use programming languages ​​or formal languages. Executor The robot can perform algorithms, and does so very clearly. The robot is a so-called Graphic Training Executor(GRIS) because the results of its work are presented in graphical form.

Who is the Robot performer?

Imagine a checkered field (like a sheet from a notebook with a checkered pattern) on which there is a certain object, which we will call a Robot. Using , we can control this Robot - move it around the cells, paint the cells. And in most cases, our task will be to write a program for the Robot, in which it will paint certain cells.

Performer Robot included in the KuMir package (Set of Educational WORLDS), which was developed by the Research Institute systems research Russian Academy of Sciences (NIISI RAS) just for teaching programming at school. In addition to Robot, there are other performers in the KuMir system, but we are not interested in them yet.

Download performer Robot

So, first we need . Don't be confused by the fact that the name says 32-bit, the program works great on 64-bit Windows. If you use Linux, then you can use the version for this OS.

Next, you need to install the downloaded program. Here, I hope you will not have any difficulties, the process is standard and intuitive. If suddenly something doesn’t work out, write in the comments, I’ll definitely help. The only thing is that I recommend discarding unnecessary items when installing (all except Wednesday Idol)

After successful installation, a shortcut to launch the program will appear on your desktop

And after starting the program we should see the program window

Executor Robot - program window

The system can be used to solve problems on the topics “Executor and his commands”, “Procedures”, “Functions”, “Cycles”, “ Conditional statements", "Variables", "Arithmetic Expressions", " Logical operations and logical variables”, “Global variables”, “Input and output operators”, “Character strings”, “Arrays”, “Matrixes”, etc.

Programming language in the environment Performers fully Russified, programs are typed and edited using a built-in editor with syntax highlighting.

Basic designs supported C language.

Error messages when broadcast and executed, they are displayed in Russian.

There is a built-in debugger with the ability to execute programs in a step-by-step mode with tracing of procedures and functions. The values ​​of variables can be controlled during program execution in step-by-step mode.

The actions of the performers are displayed on the screen, used animation.

A check is performed for the Robot performer correctness of the decision tasks after the program ends.


How to install the program?

To the learning environment archive Performers The following files are included:

robot.exe main program
robot.chm file help system(compressed hypertext)
readme.txt environment description Performers and installation features
license.txt license agreement
MAZE subdirectory with labyrinths for the performer Robot
MAZE2 another set of tasks for the performer Robot
PROGRAM/ROBOT subdirectory with solutions to problems for the performer Robot
PROGRAM/DRAWER Draftsman
PROGRAM/TURTLE subdirectory with example programs for the performer Turtle
PROGRAM/KURS subdirectory with sample programs for an artist-independent programming course
PROGRAM/FRACTALS subdirectory with examples of programs for constructing fractals

After unpacking the archive, the program is in working order and does not require any additional installations.

System requirements

The program runs on 32-bit operating systems of the line Windows: Windows 95, Windows 98,Windows NT, Windows 2000, Windows XP and compatible with them. Works for everyone modern computers, takes about 1 MB on your hard drive.

IN operating system Linux you can run the program in the environment Wine. Additionally, you need to copy the font files from the Windows\Fonts folder (from the computer on which you installed Windows) to the /home/user/.wine/drive_c/windows/Fonts/ folder on the computer with Linux.

After unpacking the archive, the program is immediately in working order and does not require any additional settings.







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