|

Problem Solving with Pentominoes
Overview: Students create
the 12 different pentomino shapes (letters) on the computer using the Logo programming
language. Students build each letter based on a 30 by 30 square. Students use super
procedures to create each letter. After creating the 12 pentominoes letters, students use
their letters to create new "flip" letters. Students then combine letters to
create five different puzzles: two different rectangles, two different sets of stairs, and
a hat shape.
| Grade level |
Time frame |
Subject Areas |
TEKS |
|
8th
|
10 days of 5 minute warm ups, then 5 days in the lab |
Mathematics
|
8.2A, 8.3B, 8.4, 8.6B |
|
Technology Applications
|
(6-8)2, 4A, 7J, 8E |
- Goals and objectives:
- The student will be able to use the Logo programming language to create defined shapes
and reorient those shapes. The student will develop spatial visualization skills necessary
to solve the five puzzle problems.
-
- Math TEKS
- Problem solving; translations; reflections; rotations; Geometry (Spatial Sense,
Conceptualization, Connections, Reasoning, Problem solving)
- Technology Application TEKS
- Use of foundation and enrichment curricula in the creation of products; Use of
GroupWare, collaborative software, and productivity tools to create products; Resolve
information conflicts and validate information through research and comparison of data.
-
- Prerequisite skills/knowledge:
- Vocabulary: A pentomino is a shape made of five squares. All of the squares must have at
least one common side with at least one other square.
Skills: Students must recognize
that when a pentomino is rotated or flipped, it is still the same pentomino.
Levels of understanding: Students must have a basic understanding of the Logo
programming language.
Materials/equipment:
- Hardware
- Macintosh Lab with a computer for each student
- Software
- Terrapin Logo
- Printed Materials
- Packet of Pentominoes
Classroom Warm Up Activities Packets
Summary of Logo commands [PDF file1
] [PDF file 2
]
Logo Pentominoes Unit grade sheet
Letters [PDF file ]
Flip letters [PDF file ]
Pictures [PDF file ]
There are copyrighted handouts available through Creative Publications 1-800-624-0822.
- Other resources:
- One set of pentominoes for each student.
| Picciotto, Henri. Pentomino Activities. Lessons, and Puzzles.
Mountain View, California: |
|
Creative Publications, 1984. |
| Fitch, Dorothy. 101 Ideas for Logo. Portland, Maine: Terrapin
Software, Inc., 1993. |
-
- Instructional activities/strategies:
- Classroom Management
- (1) For 10 days, during the warm up time in the mathematics classroom, students use
pentominoes to fill in puzzles. This hands-on experience is essential for the success of
the project. It allows time for students to work concretely on the very difficult tasks of
translations, rotations, and reflections so that later, on the computer screen, they can
visualize the necessary moves to create their products.
(2) The students spend 5 days
in the computer lab writing procedures for the various pentomino shapes. The students
rotate, flip, and reflect them, as well as combine them to create new puzzle shapes.
- Sequence of Lesson
- Part I - The mathematics classroom: For 10 days, the students work
independently at their own pace on filling in puzzles with pentomino pieces. The
difficulty of the puzzles increases with each puzzle. The students use a checklist so that
they can keep track of where they left off the day before. There are 83 puzzles for the
students to work through. During this time, basic Logo programming commands such as fd 30,
right 90 and repeat 4 [fd 30 right 90] are reviewed.
-
- Part II - The computer lab: During the first day in the lab, students
are assisted in writing a procedure to create a 30 by 30 square. Using the procedure for
the square, a procedure for the I pentomino shape is then written, named and saved. The
students are given a LOGO Pentominoes Unit worksheet to monitor their progress. As they
work, they check off the shapes they have written procedures for and saved. The students
continue creating the 12 pentomino shapes. At the beginning of the second day, how to
color a shape black is demonstrated to the students. Because Logo-created shapes lose
shared edges when they are combined, it is necessary to shade certain pieces to maintain
their identity when they are put together later. The students are shown how to flip
letters by rotating the turtle prior to typing in the command to create the letter. The
students then continue to work individually creating the pentomino shapes. They use
problem solving skills to combine letters to solve the five puzzle problems. At the end of
each day, the students save their work. After they finish the Logo Pentominoes Unit
worksheet, there are other shapes for them to create. To create these shapes, they use the
pentomino sets at their desks, draw the results, and then write Logo procedures and create
the shape on their computer.
- Communication:
- Students communicate their results by typing in the names of their procedures and
showing the teacher the results.
Assessment options:
- Formative:
(1) From experience working with 6th and 7th grade
students using the Logo programming language, teachers realize the difficulty students
have with using the same figure more than once in the same work area. They think that if
it is oriented differently on the screen, it must be approached as a different shape.
Students do not see that the shape is the same.
(2) During the classroom part of the pentominoes unit, the teacher observes the
students solving puzzle problems. This observation provides the teacher with valuable
information about the students' spatial sense and problem-solving ability.
Summative:
The teacher grades the students' work by having all of the students type in the names
of their procedures one by one. The teacher can call out the name of a particular
procedure and walk around the room quickly and check that everyone's shape is identical.
Some preliminary grading can occur before the last day of the project if desired. On the
last day of the project, students stop creating 20 minutes before the end of the period.
The teacher calls out the names of each procedure and walks around the room as the
students type in the name called out. The teacher can check 30 students' work visually
very quickly.
- How will students demonstrate they have learned the objectives?
- Students will demonstrate they have learned the objectives by creating the 12 pentomino
shapes and using them to solve the five puzzle problems.
-
- Teaching Suggestions/Extensions:
- Other puzzles to create include stamp, fish, bat, escalator, pyramid, and building. To
write Logo procedures for these puzzles, the students must first determine which
pentominoes to use. The students use a set of pentominoes to analyze the problem. After
making their decision, they write a Logo procedure for each of the puzzles. These puzzles
require more pentominoes than the simpler ones.
-
- Contributors:
- Mindy Hensen
Cedar Valley Middle School 
Round Rock I.S.D.
|