Famous for more than Five Minutes
Mathematicians

Learn about the key figures of Ada Lovelace and Alan Turing and learn about the fields of mathematics in which they worked. Compare modern-day and older technologies for calculating and programming and create a model mathematical function machine. Photograph patterns in the environment, use and create algorithms for common daily tasks. Finally, create and de-bug algorithms to solve ‘Bee-Bot’ problems.

Session 1 Who were Ada Lovelace and Alan Turing?

Objectives

History

  • Know where the people and events studied fit within a chronological framework.
  • Learn about the lives of significant individuals in the past who have contributed to national and international achievements.

Computing

  • Use technology safely and respectfully, keeping personal information private.
  • Recognise common uses of information technology beyond school.

Teaching and Activities

Children will:

  • Discover and share key facts about the lives and main achievements of Ada Lovelace and Alan Turing.
  • Place key dates on a class timeline.
  • Undertake their own ‘Turing tests’ with an online ‘chatbot’.

You Will Need

  • A pocket calculator
  • A timeline, ca. 1800-present day
  • Computers or tablets

Session 2 Coins, codes and conundrums!

Objectives

Maths

  • Interpret and construct simple tally charts and tables.
  • Reason mathematically by following a line of enquiry.
  • Develop an argument, justification or proof using mathematical language.
  • Solve problems by applying mathematics to a variety of routine and non-routine problems.

Teaching and Activities

Children will:

  • Investigate probability by conducting a large-scale coin-tossing investigation.
  • Solve logic problems, creating pieces for display.
  • Crack secret codes.

You Will Need

  • Coins

Session 3 It all adds up!

Objectives

History

  • Ask and answer questions.
  • Explore changes within and beyond living memory.

Design and Technology

  • Design and make purposeful, functional and appealing products for themselves and other users.

Maths

  • Solve one-step problems that involve addition and subtraction or multiplication and division.
  • Recognise and use the inverse relationship between addition and subtraction and use this to check calculations and solve missing number problems.

Teaching and Activities

Children will:

  • Ask questions about Babbage’s ‘difference engine’, comparing it with a modern calculator.
  • Make a ‘function machine’ using junk modelling.
  • Write input and output numbers for different machine functions.

You Will Need

  • Sticky notes
  • Calculators
  • Craft and junk modelling resources

Session 4 Can you spot a pattern?

Objectives

Maths

  • Work with patterns of shapes, including those in different orientations.
  • Order and arrange combinations of mathematical objects in patterns and sequences.

Computing

  • Use technology safely and respectfully and to purposefully create, organise, store, manipulate and retrieve digital content.

Teaching and Activities

Children will:

  • Explore pattern and shape in nature.
  • Use the outdoor environment to create and describe mathematical patterns, photographing them for display.

You Will Need

  • Digital cameras or smartphones or tablets
  • Clipboards

Session 5 What is an algorithm?

Objectives

Computing

  • Understand what algorithms are.

Teaching and Activities

Children will:

  • Follow algorithms (a repeatable process often used to solve a problem) to perform basic tasks.
  • Create their own algorithms for everyday tasks, using picture sequences and written instructions.

You Will Need

  • Tablets or computers

Session 6 Algorithms, troubleshooting and programming

Objectives

History

  • Explore changes within and beyond living memory.

Computing

  • Understand how algorithms are implemented as programs on digital devices, and that programs execute by following precise and unambiguous instructions.
  • Create and debug simple programs.

Teaching and Activities

Children will:

  • Compare modern with older methods of programming.
  • Learn how to write a simple program.
  • Debug pre-written symbolic algorithms.
  • Create algorithms to solve problems.

You Will Need

  • Tablets/Bee-Bots (or similar), with associated baseboards