Carrying on the Momentum Surrounding Coding (Code On!)

What a week for Ontario educators! I was excited to hear the recent announcement by Minister Mitzie Hunter about the support for Computational Thinking in the classroom and the momentum that’s building around coding across the curriculum in Ontario.

I’m sure that many educators are now feeling more empowered and eager than ever to code in their classrooms.  While participating in the Hour of Code, teachers likely witnessed students fully engaged in learning the basics of coding while being challenged to think through well-written online tutorials and apps.  What they observed was students using coding as a context for developing their Computational Thinking skills.

Many wonderful articles have been written about what Computational Thinking is and research has shown it to be a “powerful cognitive skill that can have a positive impact on other areas of children’s intellectual growth” (Horn, Crouser, & Bers, 2013).  If we really value Computational Thinking as individual educators and as a province, however, we need to capitalize on this momentum in order to provide our students with greater access and opportunities.  Now that the Hour of Code has given you a glimpse of coding’s potential, it’s time to explore and learn along side students while continuing your journey…

I see the Ministry of Education announcement as an opportunityconnectedcode to empower teachers, principals, coordinators, superintendents and directors to search for the best ways to support students. Educators can now look for ways to further implement Computational Thinking into their classrooms and across disciplines, which will help students to make important connections and apply their understanding in meaningful ways.  It will also enhance the potential for students to collaboratively create, empathize with end users’ needs and wants, and share their programs with others before iterating. The design process will be alive and well in Ontario schools! In Connected Code: Why Children Need to learn Programming, Kafai and Burke (2014) describe this other important aspect as “Computational Participation”, where students not only think, but create, share and connect with others.

So what’s next?

As educators build on their Hour of Code initiatives, there are many ways to proceed and many considerations for next steps related to the integration of coding and Computational Thinking in our classrooms.

I would encourage educators to look for opportunities to attend well-designed workshops on coding, particularly ones where integration into and spiraling of current curriculum is emphasized, creativity is valued and participants are challenged with hands-on activities to the point where it is “…hard fun” (Papert, 1980).  The quality of such workshops can vary,-generally you should seek out presenters who have experience as educators, and who have been coding with students in their own classrooms.

I would also encourage educators to explore sandbox-type applications for codyesing, which allow for greater creativity on the part of our students. Tutorials are a great starting point, but it isn’t until students are creating their own algorithms and programs that they are truly engaged in authentic learning.  Remixing programs created by others and encouraging students to value the debugging process as a learning opportunity will no doubt support students across all subject areas.  Students are naturally motivated to fix their errors, support each other with finding the source of mistakes and it becomes a celebratory experience when they succeed.

debuggingTeachers and parents often inquire about what the best tools are for learning to code…
I want to emphasize the fact that it’s not necessarily about the tool,-it’s how you use it for learning that matters most.  I do, however, see some tools as being more effective than others for learning how to code.  I’ve included a list here:

Scratch JR


Micro:bit (huge potential and being distributed in Canada soon!)

Raspberry pi



Lego Mindstorms

You can create anything you want through coding,-you can code art, music, choose your own adventure stories and even program your computer to do your math homework for you!  Teachers who have empowered students with coding activities begin to see something special take place almost immediately.  There is a higher level of thinking that naturally occurs, students begin to appreciate the value of iteration and there seems to be a continuum of challenging opportunities for all levels of readiness and interest, resulting in true engagement.  With persistence, an emphasis on pedagogy and providing opportunities for students to program solutions to real-world problems, teachers will see a positive shift in their classroom culture.


If you are feeling reluctant and apprehensive about coding in the classroom, just know that you are not alone!  I encourage you to take the plunge, code with your students and don’t be afraid to reach out to others (including your own students) for assistance.  After all, Dr. George Gadanidis of Western University’s Faculty of Education says it best: “…teaching is not about you or me, it’s about children and their wonderful minds” (Why Math + Code, 2015).  Empower yourself and your students through the development and use of Computational Thinking skills within the context of coding.  Just go for it!


Goodman, N. (2012). James Dyson on Using Failure to Drive Success. Retrieved December 11, 2016, from

Horn, M. S., Crouser, J. R., & Bers, M. U. (2013). Tangible interaction and learning: the case for a hybrid approach. Personal and Ubiquitous Computing, 16(4), 379–389.

Kafai, Y. B., & Burke, Q. (2014). Connected code: Why children need to learn programming. Cambridge, MA: The MIT Press.

Papert, Seymour. (1980) Mindstorms: Children, computers, and powerful ideas. New York: Basic Books.

Why Math + Code? (2015). Retrieved December 11, 2016, from

Computational Thinking Unplugged – Identifying 2D Shapes from their Code

I recently tweeted about an activity we did in the Computational Thinking in Math Education (Primary/Junior) Course that I teach at Western University’s Faculty of Education:


Many educators appreciated this idea, as not only is it an unplugged opportunity, meaning students don’t require a device, but because you really have to think to determine the shape that has been coded.

Joel Speranza tweeted about the fact that supplementary angles are brought up when analyzing coded shapes.  Many of the pre-service teachers in the Computational Thinking class noticed this as well.  Jen Apgar suggested having students run the code in the snow, and record the time lapse!  What a cool idea!  Blayne Primeau (a fellow Port Elginite!) admitted his “geeky” side in that he loves this as a minds-on task and suggested having students figure out how they could adjust the code to create similar shapes. I love when a tweet results in my PLN coming up with ideas for remixing a task that I’ve shared!

“In order to learn something, first make sense of it” – Seymour Papert, Mindstorms

As computational thinkers, our students use decomposition,- that is, they break a larger problem down into smaller, more manageable steps.  Students need to deconstruct the code in their minds.  They also need to have an understanding of algorithms, sequencing and pattern recognition.  Many lines of code are executed in sequence, while some lines of code are repeated several times.  This “circle of squares” shape is a prime example:


Being able to visualize what is being drawn on the screen is also key in order to correctly identify the coded shapes.  In Fostering Spatial Understanding in Geometry, Kinach (2012) points out that in order for students to understand math ideas, they must be able to make sense of the world and to be able to visualize relationships in data.  Students often find themselves moving and rotating their bodies as they read each line of code.  I discuss this idea of “Body Geometry” in my first Blog post.  Papert (1980) describes this type of geometry as being syntonic,-that is, it’s related to “children’s sense and knowledge about their own bodies”.

Of course, the real magic happens when students actually create something through code.  While this activity is a great way to get students thinking and exposed to coding without a computer, having students actually coding their own shapes is always more engaging and allows for their creative side to be harnessed.

Perhaps, students can code a shape in Scratch and then write it on a piece of chart paper. The students and teacher can be confident that their code works, because they will test it out in Scratch first, debugging along the way.  The chart paper can be displayed around the room and students can do a “gallery walk”, identifying shapes and interacting with one another to discuss what they see. After all, humans are social beings and Jaworski (2015) suggests that we learn through “engagement with others: people and tools help us achieve what we cannot achieve alone”.

You can see an example of this below.  Enzo Ciardelli has his students do a similar activity after coding in Hopscotch (a block based app available on ipads).


Let’s have a look at some possible shapes that students might code for one another to identify. I’ve included what will be displayed for your convenience:)  Why not try it out with your own students?  Let me know how it goes!  What kind of math talk did you observe through this activity?









Jaworski, B. (2015). Teaching for mathematical thinking: inquiry in mathematics learning and teaching. Mathematics Teaching, (248), 28-37.

Kinach, B. M. (2012).  Fostering Spatial Understanding in Geometry.  Mathematics Teacher, 105(7), 534-540.

Papert, Seymour. (1980) Mindstorms: Children, computers, and powerful ideas. New York: Basic Books.

Using Body Geometry and Variables to Code Designs in Scratch

Making use of syntonicity and the power of variables to enhance a geometry program in Scratch

Variables play an important role in computer programming (often referred to as “coding”) and allow your programs to be flexible.  Once you can make sense of using variables, you will be able to create powerful programs!

Variables are like containers,-they hold information, and as the name suggests, this information may change throughout the program.  In a football game, for example, each team will have their own variable for the score, which is then displayed on the scoreboard.  In a video game, variables are used to keep track of players’ points.

We will use variables for two purposes in this program: to change a distance moved and to keep track of the number of steps the sprite moves (a counter).

The shape we are going to create is inspired by Seymour Papert in his book “Mindstorms”:


We’ll call this a “Square Spiral”.

In order to create this shape, students will need to make use of geometry skills.  They will need to decide on the initial length of the side of the square and will also develop an understanding of the degrees of rotation required for the Sprite to make a square shape.

Ideally, students have already had an opportunity to create two-dimensional shapes in Scratch in a previous lesson.  See the videos below:

Coding a Square

Coding a Triangle

Coding a Circle

Coding Many Circles

As students work out how to make their Sprite move to create geometric shapes, they are using what Seymour Papert refers to as “Body Geometry”.  He believed this type of geometry is learnable because it is syntonic,-children are relying on their sense and knowledge of their own bodies.

If you consider, for instance, how to walk in the shape of a circle, children will get up, and begin to walk in a circle, and soon realize that they move a little, turn a little, over and over again.

For the “Square Sprial”, let’s consider how to create it using Body Geometry:

     Move a little, turn 90 degrees.

     Move a little more, turn 90 degrees.

     Move a little more, turn 90 degrees….

In Papert’s Logo language, it would look something like this:

     Forward 5

     Right 90

     Forward 10

     Right 90

     Forward 15

     Right 90

     Forward 20

     Right 90


Can you see the pattern?

Let’s take a look at how this could be coded in Scratch:


The move block steps are increased by 5 each time.

The turn block remains at 90 degrees.

This would take a long time to code in Scratch, having to update the move block each time you need it.  This code works, but is inefficient.


Let’s now introduce the power of variables!

Traditional use of variables in math, such as: 3 + x = 10  aren’t always “personally relevant”, as Papert suggests.

In coding, the idea of a variable becomes a source of power!  Not only do students see their usefulness, but they also appreciate that we tend to use descriptive names rather than single letters in coding.  In this case, students are making use of a variable to create an aesthetically pleasing design.

Let’s have a look at the same program, but with the use of a variable, called moveAmount:


Steps to Using  a Variable:

1 – When writing computer programs, we first say that we are going to create a variable.  This is called “declaring” a variable.  In Scratch, you select Data, Make a Variable and give it a name.  Our variable is called moveAmount, in this case.

2 – The variable is then given a starting value.  This is called “initializing” the variable.  The set block was used in this program to give the moveAmount a starting value of 5, because we want the sprite to move five steps in their first move.

3 – Finally, we can use the variable.  We use the variable in the move block, as well as in the change block.  The moveAmount variable increases each time the sprite moves.

We’ve also introduced a repeat block (which students will have used when making two-dimensional shapes in a previous lesson).

To a programmer, this code is much more aesthetically pleasing.  It is efficient.

“Perfection is achieved not when there is nothing more to add, but when there is nothing left to take away”. – Antoine De Saint-Exupery

(Thanks, Steve Floyd for the quote suggestion)

     The first time the Sprite moves, it will move 5 steps, since we have indicated that the  moveAmount value is set to 5 at the start of the program.

     The Sprite will turn 90 degrees and then the moveAmount variable is increased by 5.

     The second time, the moveAmount is equal to 10 (since we increased the initial value by 5).

     The Sprite will move 90 degrees, the moveAmount variable is increased by 5 and so on….

Here’s a video explaining how to use the power of variables to enhance the program as shown above.


How could students adjust this program to make the spiral tighter or wider?

How could students adjust this program so that the base shape is a pentagon, rather than a square?

An Accumulator

Just for fun, let’s throw in another variable to keep track of the total number of steps the Sprite moves.


The variable “total” will start out at 0 and increase by the moveAmount each time, so it will keep track of the total number of steps displayed.

For a full description of how to add an accumulator to this program, watch the video below:

Students might now go back and adjust their basic two-dimensional shapes to determine the perimeter using an accumulator variable.

Accumulator and Counter variables are often used in games to keep track of scores and time passed.  In a trivia game, for example, each time the user gets a question correct, their score accumulates by a certain value.  You might also count the number of times a user attempts a question.

In Ontario, geometry can be found across the grades, (thanks to Katrina Massey for sorting through the curriculum docs). You can see that integrating this type of “body geometry” through coding readily touches upon curriculum expectations at each grade level (of course, you will need to adjust the skill level depending on students’ readiness and prior experience):

expectations.JPGAdditional Extensions…

After students successfully code the square spiral, encourage them to explore with other values, other base shapes (e.g., triangle, pentagon, octagon) and perhaps even try out the shape below (a coil, also inspired by Papert):


Here is a hint to the code (Note: * is the multiply symbol in coding world):

     Forward 20

     Right 5

     Forward 20 * 0.99

     Right 5

     Forward 20 * 0.99 * 0.99

     Right 5

     Forward 20 * 0.99 * 0.99 * 0.99



Blog Intentions

This blog is meant to provide educators with ideas and tasks to use coding with their students.

Many suggested tasks will be created with the intention to integrate coding into math class. I also plan to share challenges for teachers to try with their students.

If you have any suggestions for future posts and coding ideas, send me an email or a tweet!

Follow me on Twitter at @lisaannefloyd

Thank you to Brian Aspinall for encouraging me to begin “blogging” and for being a source of inspiration with his own blog.

I also give a shout-out on my About page to other educators who have influenced my focus on integration of coding.  I am constantly learning from these incredible educational leaders and of course, am inspired each day by my own students.  After all, “…teaching is not about you or me, it’s about children and their wonderful minds.” (quote from Professor George Gadanidis).

I hope you enjoy my first official post.  Thanks for visiting!