The 3 Stages in learning Maths from Primary into Secondary

This page is an overview of the 3 stages in learning Maths (the ‘M’ in STEM) from ages 3 to 16 approx. When the developers of Scratch in MIT added the Ready-Steady-Code fine-line grids into the backdrop library in 2017, Scratch became even more suited to teachers who wanted to support the ‘M’ of STEM. It is possible for teachers to correlate written assignments with Scratch coding, for example Ready-Steady-Code fine-line grids can simulate a graph paper backdrop. The Maths objectives and outcomes for primary and lower secondary including Logical Reasoning and Computational Thinking are compatible with Scratch +Ready-Steady-Code for 13 year olds and up. All feedback is welcome.

Maths and Scratch in the Junior Secondary Cycle

This resource gives fifteen interactive links directlly to shared Scratch projects, all short, practical  under the labels, Area, Perimeter & Circumference (rectangle and circle), Triangles (angles, 180º in triangle, use of Protractor, discover the hypotenuse, discover like Pythagoras), 3D Volume (Cube, Cylinder, Cone), Graphs, Charts, Algebra, Problem-solving Logicsupported by Scratch +Ready-Steady-Code.

Draw the Scratch Stage on Graph Paper. 

This resource shows the relationship between graph paper and Scratch. Map the Scratch stage onto the page of a copy or graph paper and place a dot in a position top left. When you open Scratch and get the grid backdrop, you code a sprite to move from centre to the exact same position top left.

Draw a Rectangle on Graph Paper and Similar one in Same Location on the Scratch Stage. 

This resource is a companion to the on-line video on the web site.  With pen and ruler you draw a rectangle in your sum copy with a starting position (or anchor point) top left. When you open Scratch and get the grid backdrop, you use the code shown here to make a sprite draw a similar rectangle anchored in the exact same position top left. Using the variables width and height in slider mode you can draw rectangles of various dimensions. The page also has active links to other shared projects, one that draws a circle and another that measures angles with a virtual protractor.

Draw, Measure and make Discoveries:

Angles, Triangles and an understanding of Pythagoras This resource has links to projects where joining coordinates create triangles. There is also a focus on the special attribute of a right-angled triangle.  Draw a triangle between three coordinates on the page of a maths copy. Use a real protractor to measure its angles. Code a Scratch sprite to draw an identical triangle and code a virtual protractor to measure its angles. Between copybook and code, make discoveries about the sum of the angles in a triangle. Discover easily what Pythagoras discovered about the areas of the squares on the sides of a right-angled triangle.

Programmed Drawing in Scratch:

Area, Perimeter and Circumference This PDF shares links to new and exciting possibilities for correlating Scratch with drawing in a maths copy. To go from known to unknown, draw a rectangle or circle on the the squares of a copybook and use counting methods to work out its area. Next use the xy-grid-20px as a backdrop in Scratch and code a pen sprite to draw a corresponding rectangle or circle. Code a sprite with the algorithm to calculate the shape’s Area, Perimeter or Circumference.

Graphs, Problem-Solving and Logical Reasoning with Scratch: 

Block Graphs, Pie Charts, Algebraic Graphs, Problem Solving algorithms Scratch makes Thinking Visual. This resource shows Scratch variables animating a block graph that records twenty rolls of a dice. Other projects show how to code a Scratch sprite to draw a Pie Chart, a line Graph and a Quadratic equation. There are examples of Scratch used for Problem Solving and ways to code for Prime Numbers. In these projects you can see Scratch enlivening the main areas of the Junior Cycle Maths curriculum using short, easy practical code.

Algorithms to Calculate and Animate for 3-D Shapes in Scratch:

Algorithms to calculate the volume of a Cube, Cylinder and Cone. 3-D shapes can be modelled or constructed from a variety of materials such as paper, cardboard, clay, play-doh etc. This resource links to projects that run simple animations that construct a virtual Cube, Cylinder and Cone. It shows  how to code algorithms to make the Scratch sprite report the volume of each of the 3-D shapes.