THE BIG BOOK OF COMPUTING PEOAGOGY

Page 154

FEATURE

ART AND ALGORITHMS Katharine Childs takes inspiration from the artist Sol LeWitt to create algorithmic art in primary computing lessons

t first sight, computing and art are an unlikely combination: computing seems precise, prepared, and predictable; art seems creative, expressive, and ambiguous. Sol LeWitt (1928–2007) was an American artist who conceptualised that the instructions for creating art were as important as the finished piece. He gave his instructions and diagrams to other people so that they could follow them and create wall paintings. I have developed primary computing activities based on a particular type of LeWitt’s art. These comprise coloured stripes, and involve children writing their own algorithm to draw a stripy picture. An algorithm is a sequence of instructions or a set of rules to achieve something — in this case, some artwork. Once the algorithms have been written, children will work in pairs. One child can take the role of the artist who reads out their instructions, and the other will be the creator who carries out the directions exactly as they are instructed. It’s worth noting that LeWitt made some of his instructions deliberately ambiguous, whereas in the classroom, children will need to be precise with their algorithms so that they can be interpreted by a computer, or by a human artist working in a robotlike way.

A

n This wall drawing by Sol LeWitt, in the Spoleto Carandente Museum, is an

inspirational starting point for children to write algorithms for their own artwork

154

The Big Book of Computing Pedagogy

Credit: Wikimedia Commons

Adapting across learning stages

This idea works well as an unplugged activity; choose art materials that can quickly create blocks of colour, for example painting on large sheets of paper taped to the floor, or using chalks on the playground tarmac. Just like LeWitt’s art, the creative space needs to have some boundaries marked, so that children can use positional language to describe where to add the stripes. Horizontal or


Turn static files into dynamic content formats.

Create a flipbook

Articles inside

ART AND ALGORITHMS

5min
pages 154-155

THE INCLUSIVE CLASSROOM

6min
pages 152-153

PHYSICAL COMPUTING

5min
pages 130-131

REFLECTIONS

9min
pages 134-136

A PATH TO AGENCY

4min
pages 122-123

STORYTELLING

3min
pages 146-147

RETRIEVAL PRACTICE

10min
pages 148-151

VARIETY IN TEACHING

7min
pages 143-145

PHYSICAL COMPUTING IN THE CLASSROOM

5min
pages 132-133

DIGITAL PROJECTS

7min
pages 118-121

ASSESSMENT FOR LEARNING

4min
pages 106-107

MULTIPLE CHOICE

3min
page 111

METAPHORS AND MISCONCEPTIONS

8min
pages 108-110

PROJECT-BASED LEARNING

5min
pages 116-117

WATCH AND LEARN

5min
pages 98-99

ALTERNATIVE CONCEPTIONS

6min
pages 104-105

MODELLING FOR LEARNERS

6min
pages 96-97

VIDEOS AND SELF-EXPLANATION

3min
pages 94-95

LIVE CODING

6min
pages 92-93

WORKED EXAMPLES

6min
pages 90-91

WRITING CODE

5min
pages 82-83

PARSON’S PROBLEMS

6min
pages 80-81

READ BEFORE YOU WRITE

5min
pages 70-71

CODE TRACING

5min
pages 68-69

THE BLOCK MODEL

6min
pages 78-79

ENCOURAGING TALK

5min
pages 62-63

COLLABORATIVE PROBLEM-SOLVING

4min
pages 60-61

PEER INSTRUCTION

6min
pages 56-57

PAIR PROGRAMMING

6min
pages 58-59

GO UNPLUGGED

2min
page 49

ENGINEERING SKILLS

3min
page 41

SCRATCH ENCORE

3min
page 40

SEMANTIC WAVES

7min
pages 46-48

SCRATCHMATHS

4min
pages 38-39

LEARNING THROUGH MAKING

5min
pages 36-37

CULTURALLY RELEVANT PEDAGOGY

6min
pages 34-35

THE ‘RIGHT’ WAY?

6min
pages 14-15

THE PRIMM APPROACH

7min
pages 22-24

CODING & 21ST-CENTURY SKILLS

4min
pages 28-29

COGNITIVE LOAD THEORY

5min
pages 20-21

CONCEPT MAPS

6min
pages 10-12

CURRICULUM DESIGN

8min
pages 30-33

UDL

6min
pages 25-27

VELA CONCEPTS

2min
page 13
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.