Computing science and maths are closely related, and as a discipline computing science has its roots in mathematics as the first computing machine made by Charles Babbage was built to solve mathematical problems.
During the event the students would most likely be exploring :
- 2D and 3D models
- Co-ordinates , precise positioning of a sprite on a computer display
- Chance and Uncertainty (randomisation)
- Time: recording and displaying, duration of time (showing how long a
- player has taken to complete a level for example)
- Measurement , creating graphics to fill specific spaces calculated in pixels, understanding and demonstrating knowledge of different measurement units
- Angles and Symmetry: On screen sprites May be required to turn specific angles, or grow or shrink, or sprites may be mirrored , horizontally, inclined or vertically.
- Patterns : pattern recognition is a key computational thinking skill to efficiently develop algorithms
- Boolean algebra : If , And , Not
Examples of some relevant numeracy and mathematics from the CfE experiences and outcomes
Having determined which calculations are needed, I can solve problems involving whole numbers using a range of methods, sharing my approaches and solutions with others. MNU 2-03a
Having explored the need for rules for the order of operations in number calculations, I can apply them correctly when solving simple problems. MTH 2-03c
I can use and interpret electronic and paper-based timetables and schedules to plan events and activities, and make time calculations as part of my planning. MNU 2-10a
I can carry out practical tasks and investigations involving timed events and can explain which unit of time would be most appropriate to use MNU 2-10b
Having explored a range of 3D objects and 2D shapes, I can use mathematical language to describe their properties, and through investigation can discuss where and why particular shapes are used in the environment. MTH 2-16a
Through practical activities, I can show my understanding of the relationship between 3D objects and their nets. MTH 2-16b
I can draw 2D shapes and make representations of 3D objects using an appropriate range of methods and efficient use of resources. MTH 2-16c
Click the above graphic to access the document