oznaki and beyond overview goals of oznaki

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Harvey A. Cohen, OZNAKI and BEYOND, in D. Harris (Editor), Proceedings of National Education Computing Conference, NECC 197979 The University of Iowa, Iowa, USA, June 1979, pp 170-178. OZNAKI and BEYOND Harvey A. Cohen La Trobe University, Bundoora, Victoria Australia 3083 OVERVIEW OZNAKI, Polish for SYMBOLS, is the name of a project involving the use of contemporary computer technology to further mathematical education In primary and junior high schools. In OZNAKI, microprocessor technology has been used to construct interactive models of mathematical systems. In these computer models, the student programs the activities of robots called NAKIS which haven In addition to a body state (vide the position, heading, and screen shape of the LOGO Turtle) a mind state having memory for both commands and the local environment. A rather novel scheme is used for passing numerical parameters to procedures without enforcing distinctions between formals and actuals. (i.e.: no " , : or the like indicator . The TINY languages In which the student programs these NAKIs are Intended for implementation on exceedingly low cost controllers; for the moment personal computers based on 8080 and 6300 microprocessors are used In school studies together with a minimum of specialised project hardware. Inherently the Project has a special interest In the microprocessor code production: update, and transport problem. OZNAKI PROJECT: TEACHING AND EVALUATION The Education Research and Development Committee of the Australian (Federal Government) office of Education has supported the teaching and evaluation aspects of the OZNAKI systems PLUSMINUS, OZGRA, WHAM and CROC. Approximately seventy children have been directly involved with OZNAKI in state primary and secondary schools near La Trobe University Campus. The aim of this paper is to provide an overview of the OZNAKI Project, to show how its objectives have been realised, and to discuss further and new directions for its development. GOALS OF OZNAKI The OZNAKI Project was initiated early in 1975 with the following avowed aims and objectives: a) A commitment to the analysis of the structure of mathematical understanding. That is, a concern w1th the cognitive processes: (operations) involved in DOING mathematics, mathematics being rather broadly conceived. b) To design computer controlled domains of robotic effects where the basic commands provide an embodiment of such OPERATIONS. c) To extend the basic systems by means of a run- time macro facility so as to produce a family of clean robotic languages with a minimum of distracting computerese features. These languages to be similar in syntax to traditional algebra d) To design teaching modules that blend discovery with creativity. Such modules to have definite cognitive goals and involve a directed set of tasks somewhat akin to science laboratory units. In these set tasks, students by guided observation are lead to appreciate the significance of the operations that are modelled and the symbolic representation provided by key commands. These modules should also Include mini-projects wherein children manipulate the symbolic operations (i.e.: key In programs of their own design) to produce mathematical artifacts. e) To use psychometric tests to evaluate the effectiveness if particular modules In achieving its stated objectives. f) To demonstrate the possibilities of truly inexpensive microcomputers for personal use In Australian schools. g) Insofar as purely computer concepts are to be presented, to develop stratagems of presentation that are purposeful and effective. h) To Investigate the practicality of developing the relevant computer software in a way that facilitates transport between different microcomputers.

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Page 1: OZNAKI and BEYOND OVERVIEW GOALS OF OZNAKI

Harvey A. Cohen, OZNAKI and BEYOND, in D. Harris (Editor), Proceedings of National EducationComputing Conference, NECC 197979 The University of Iowa, Iowa, USA, June 1979, pp 170-178.

OZNAKI and BEYOND

Harvey A. CohenLa Trobe University,

Bundoora, Victoria Australia 3083

OVERVIEW

OZNAKI, Polish for SYMBOLS, is the name of aproject involving the use of contemporary computertechnology to further mathematical education Inprimary and junior high schools. In OZNAKI,microprocessor technology has been used to constructinteractive models of mathematical systems. In thesecomputer models, the student programs the activitiesof robots called NAKIS which haven In addition to abody state (vide the position, heading, and screenshape of the LOGO Turtle) a mind state havingmemory for both commands and the localenvironment. A rather novel scheme is used forpassing numerical parameters to procedures withoutenforcing distinctions between formals and actuals.(i.e.: no " , : or the like indicator . The TINYlanguages In which the student programs theseNAKIs are Intended for implementation onexceedingly low cost controllers; for the momentpersonal computers based on 8080 and 6300microprocessors are used In school studies togetherwith a minimum of specialised project hardware.Inherently the Project has a special interest In themicroprocessor code production: update, andtransport problem.

OZNAKI PROJECT: TEACHING AND EVALUATION

The Education Research and DevelopmentCommittee of the Australian (Federal Government)office of Education has supported the teaching andevaluation aspects of the OZNAKI systemsPLUSMINUS, OZGRA, WHAM and CROC.Approximately seventy children have been directlyinvolved with OZNAKI in state primary andsecondary schools near La Trobe University Campus.The aim of this paper is to provide an overview of theOZNAKI Project, to show how its objectives havebeen realised, and to discuss further and newdirections for its development.

GOALS OF OZNAKI

The OZNAKI Project was initiated early in 1975 withthe following avowed aims and objectives:

a) A commitment to the analysis of the structureof mathematical understanding. That is, a concernw1th the cognitive processes: (operations) involvedin DOING mathematics, mathematics being ratherbroadly conceived.

b) To design computer controlled domains ofrobotic effects where the basic commands provide anembodiment of such OPERATIONS.

c) To extend the basic systems by means of a run-time macro facility so as to produce a family of cleanrobotic languages with a minimum of distractingcomputerese features. These languages to be similarin syntax to traditional algebra

d) To design teaching modules that blenddiscovery with creativity. Such modules to havedefinite cognitive goals and involve a directed set oftasks somewhat akin to science laboratory units. Inthese set tasks, students by guided observation arelead to appreciate the significance of the operationsthat are modelled and the symbolic representationprovided by key commands. These modules shouldalso Include mini-projects wherein childrenmanipulate the symbolic operations (i.e.: key Inprograms of their own design) to producemathematical artifacts.

e) To use psychometric tests to evaluate theeffectiveness if particular modules In achieving itsstated objectives.

f) To demonstrate the possibilities of trulyinexpensive microcomputers for personal use InAustralian schools.

g) Insofar as purely computer concepts are to bepresented, to develop stratagems of presentation thatare purposeful and effective.

h) To Investigate the practicality of developingthe relevant computer software in a way thatfacilitates transport between differentmicrocomputers.

Page 2: OZNAKI and BEYOND OVERVIEW GOALS OF OZNAKI

Harvey A. Cohen, OZNAKI and BEYOND, in D. Harris (Editor), Proceedings of National Education ComputingConference, NECC 197979 The University of Iowa, Iowa, USA, June 1979, pp 170-178.

THE PLUSMINUSThe young child who plays with the PLUSMINUS isconfronted by two large keys, marked + and -. and aTV screens on which a large 0 is displayed. If thelarge + key is struck there is a sharp metallic clack, atrain appears on the screens and the number displayedbecomes a 1. Each further time the + key Is struckone further train appears, and the new total of trainsis displayed. If the - key is struck there is a loudclack, the train at the end of the row disappears andthe number display is altered to show the new total.In place of trains, birds or dogs may be displayed.In PLUSMINUS the number display together withthe row of screen animals provide the same sort ofembodiment of numbers as is given by the moretraditional concrete materials. such as those of ZoltanDieses. The PLUSMINUS associates a digit ï41th adefinite number of objects and with the number oftames the + key has been struck ln counting up to thescreen total (or counting down to make the TVanimals disappear.) Unlike rods, the PLUSMINUSalso provides a concrete representation for thesymbols + and - ; the actual OPERATIONS ofaddition and subtraction are modelled. Traditionalmaterials can show only the before and after picturesfor an arithmetical operations and cannot model theoperation itself.A more detailed understanding of the significance ofthe PLUSMINUS can be derived from Gelman'sstudies of the development of early number concepts.To quote German: "The cognitive processes by whichpeople determine some quantity such as thenumeroslty of a set of objects: are calledESTIMATORS. The cognitive processes by whichpeople determine the consequences of transforming aquantity in various ways are called OPERATORS."As German asserts, "operators are more central to amature conception of number." It appears fromvarious evidence: including the studies of Slnclalrand lnhelder at Geneva, that the child's "numberscheme is a central quantity scheme which facilitatesthe development of other quantity concepts."

The photo shows a 30 months child using thePLUSMINUS . Note the large keyboard, as well asthe microphone for speech input. . (It is possib1e forthe PLUSMINUS and other OZNAKI systems toaccept speech input. We have experimented with acommercial1y available speech spectrum analyser .After a training session in which a child ta1ks into amicrophone attached to the microcomputer:particu1ar words, up to 32 in current programs ofthat speaker can be recognised. In the SpeechPLUSMINUS the words "plus one'' function exactly1ike the + keystroke, and the words "minus one" likethe - key . The words '' six '' "dogs'' wil1 cause just 6dogs to appear on the TV)

Z0NKY Z0NKY is a robot that craw1s about the f1ooror tab1e-top . Co n s i s t e n t with the generalNAKI philosophy that a robot should have both amind and a body, ZONKY has an e1ectroniccontrol1er on board that is to some ex ten t indifferentto the form o f Z0NKY 's body . Basica11y the con tro!1er wi1l switch on two DC motors in variousdirection combinations, and will switch off eachmotor after a ( programmab1e ) number ofrevolutions.. ( The con t ro11e r counts the spikes onthe line due to the sectoring of a commutator . ) Theorigina1 ZONKY had as body a Sherman Tank, madeby the Takimaya plastic top company of Japan.ZONKY II had a circular plan, and w1th the penholder mounted precisely in its geometric centre' hadimproved accuracy. However students definitelypreferred the more toy-like original ZONKY, so thatin the radio controlled ZONKY III once more aclackedy model tank was adapted. On any ZONKYare marked the FORWARD direction any thedirections for RIGHT and LEFT turns (on the spot)which take place about a central point where a felttapped pen is mounted. This pen, if inserted, marksout the robot's trail. The basic movement commands for ZONKY areF for forward, B for backwards, R for right, and L forleft. While performing these movements theautomaton can also be ordered to honked, glow, G(switching on its lights). A string of commands - -like an English command - - must be terminated byan exclamation mark ! (There is a version of thecommand language for pre-schoolers where the ! isnot required and only one command at a time can beperformed.) To illustrated following the command3GF 2HR ! the robot makes 3 steps forward with itslights flashing, then makes 2 turns right (clockwise)on the spot whilst honking its horn. In between eachforward step or unit turn there is a one second delay.On the TV screen the commands punched in by the

Page 3: OZNAKI and BEYOND OVERVIEW GOALS OF OZNAKI

Harvey A. Cohen, OZNAKI and BEYOND, in D. Harris (Editor), Proceedings of National Education ComputingConference, NECC 197979 The University of Iowa, Iowa, USA, June 1979, pp 170-178.

student are visible; also displayed are the actualcontrol words that are directed at ZONKY. Thus forthe students commands,

3HF 2GR

a further embodiment of number is supplied throughthe display on the screen of the ZONKY languagewords.aaaaaaaaaa aaaaaaaaaa aaaaaaaaaagggggggggg gggggggggg

Note that corresponding to a unit motor command:there are precisely ten lower case control charactersdisplayed. This facilitates the introduction ofdecimals.

WHAM In WHAM the student controls the happeningson a TV screen with a typewriter style keyboard.Most of the screen is taken up with a square In whicha strange creature called a NAKI lives. Thls creatureobeys the same basic commands as the OZNAKIrobot ZONKY, namely FORWARD, BACK,RIGHT, and LEFT. These commands are representedby the typewriter keys F' B, R, and L. However theNAKI only turns ninety degrease e.g. from being

Vfacing down (or South) on the TV screen. to the state

<after the command R, now the NAKI as headingWest. As the NAKI roams Its territory it leaves a trailof asterisks, so forming a design. So far we havedescribed the body of the WHAM NAKIs and themovements of this body. The NAKI also has a mindvisible on the screen but strangely detached from thebody. In the NAKI'S mind is the last command. itobeyed, together with the total of what It has learned.Of course. on starting a session of WHAM the NAKIknows nothing. But each time the Z command is usedto make it remember some 1ist of commands byname, that 1ist and its name are displayed in themind. In the copy of the WHAM screen below theNAKI'S body has wandered around the area fencedoff w1th + signs. To the right is the NAKI'S mind..

In WHAM the command P clears the NAKIenclosure (bounded by + signs) and returns the NAKIto its HOME at the centre of the enclosure. So thereis great freedom for the child to experiment whilegaining experience with the basic movementcommands. To draw the logo design shown above, achild was asked to direct the NAKI from HOME tothe top right hand corner square by a squiggly path,ending up heading east . (0vera1, along this path, theNAKI has turned through 90 degrees.) The chi1d wasthen asked to teach the NAKI how to draw such apath by punching in Z, then V ( the name of what isto be remembered ) and then the commands that theNAKI followed in sequence. Thus the child had towork backwards along the marked path on the screento f i11 out the memory list . This 1ist is, of course, asymbolic representation of the path, SYMB0LS beingwhat OZNAK is about . Having checked that this Vcommand was the one intended, clearing the screenand trying again if it wasn't, the child was ready for adirect suggestion from his teacher. The command Jreturns the NAKI to HOME, without changing thedirection in which the NAKI is facing. So bypunching in ZW V J ! the NAKI learns how to drawan entire arm of the logo: followed by a J jump home. Having c1eared the screen with the P command theNAKI could then traced out the entire 1ogo on thecommand 4W ! Note how much issues of planningand problem decomposition enter into drawing such alogo. But this is on1y part of the WHAM story. A1sodemarcated on the screen is a little area containing anumber. This number is i n fact the display of anelectronic calculator. Unlike the defined macrosdisplayed on the TV, this number is not actually inthe WHAM NAKI's mind: but in the mind of theWIZARD (of OZ . natura1ly ) who is the over1ord ofthe system. (In a multi-NAKI environment thisnumber, together with a few others can be used byALL NAKIs.) The name of this number is A. Onecan enter numbers in the display and performarithmetic just as in any reverse Polish calculator.Thus 2+ adds 2 to the number displayed in theaccumulator, while 5- subtracts 5 from the number

Page 4: OZNAKI and BEYOND OVERVIEW GOALS OF OZNAKI

Harvey A. Cohen, OZNAKI and BEYOND, in D. Harris (Editor), Proceedings of National Education ComputingConference, NECC 197979 The University of Iowa, Iowa, USA, June 1979, pp 170-178.

Page 5: OZNAKI and BEYOND OVERVIEW GOALS OF OZNAKI

Harvey A. Cohen, OZNAKI and BEYOND, in D. Harris (Editor), Proceedings of National Education ComputingConference, NECC 197979 The University of Iowa, Iowa, USA, June 1979, pp 170-178.

Page 6: OZNAKI and BEYOND OVERVIEW GOALS OF OZNAKI

Harvey A. Cohen, OZNAKI and BEYOND, in D. Harris (Editor), Proceedings of National Education ComputingConference, NECC 197979 The University of Iowa, Iowa, USA, June 1979, pp 170-178.

In the pretest only 4 members of the experimentaland also 4 members of the control group of primarystudents could find a route satisfying the conditionsgiven. On the post-test, of the experimental group, 21(out of 27) students found a solution. whereas in thecontrol group only 5 found correct solutions. OtherImprovements were so large and generally consistentthat despite the small sample sizes Involved (22 or 27in each of the groups), statistical analysts confirmsthat highly significant changes were achieved in thechildren's projective skills. That such good results can be achieved with suchshort exposure to OZNAKI highlights the importanceof the Projection Module as a paradigm for thedevelopment of other courses of instruction involvingcomputer embodiment of mathematics. In all phases,the hardware and software, and the lesson structure:the module was designed with definite cognitivegoals in mind. Having definite objectives it waspossible to measure effectiveness in reaching theseobjectives.

BEYOND OZNAKI The OZNAKI Project is now in its fourth year ofoperation. The initial hardware and software goalshave been reached with the systems described above.At this date there Is only a very modest amount ofteaching experience In schools. The 1977 EvaluationTrial supplied a paradigm for evaluation, and moreextensive work In the same spirit is scheduled for1978. The emerging question is what lies beyond thecore of OZNAKI as described above. A full answer lsnot attempted heres rather some departures from theoriginal framework are chronicled.

WIZ77 WIZ77 represents a first attempt to go beyond theconfines of four user-defined macros. Just as inWHAM, on the right hand side of the screen aredisplayed the user's command line and user-definedmacron. There is room on the screen for 14 suchmacros. on the top right are displayed the contents oftwo accumulators. A and B. The arithmetic operation+ adds one to A while - causes one to be subtractedfrom A. Numbers are entered into B by a SWAPcommand that swaps the contents of A and B stores.Thus two numeric parameters are available to usermacros without complicating the simple calculatorarithmetic introduced first in WHAM. The really nicefeature of two accumulators is that I was able toimplement conditionals that compared A with B. Forinstance, the symbol "=" has value if A and B are

equal: zero otherwise. By using this symbol before abracket: the bracket contents are executed if A=B.Incidentally, the incorporation of brackets is verynatural in macro languages. In WIZ77 a bracketedexpression may be closed either by a right-handbracket or by the ''DO-IT'' symbol. The originalimplementation runs a SHAH NAKI that can turn inunits of 45 degrees. This NAKI can sense thecontents of the cell immediately ahead and hencesteer around obstacles. WIZ77 is seen as a universal TINY roboticslanguage. In future versions of WIZ77 the user wI11be able to name a particular NAKI so that, forinstance, having written a series of macros fordrawing stars the student might simply invent thename STARMAN. Then on storing awaySTARMAN: using the mass storage facilities of themicrocomputer, the student could in future sessionssimply summon STARMAN to reappear.

COMPUTER ART It is clear that in any OZNAKI-like systemstudents are using mathematics: can what they doreally be art? If the microcomputer graphics mediumwas used by children to produce stereotypes oftrucks, houses stick figures, and the like the studentsmight be kept busy, but this activity could hardly becalled art. (In the same spirit concerned art teachershave condemned the use by children of ditto masteroutline drawings that children fill-in with colouredcrayons.) In order to expand the gambit of OZNAKI toInclude art, it became essential to have anunderstanding of the evolution of the artisticcapacities of children. Studies of the artisticdevelopment of children have for historical reasonsfocussed on representational art. Recently, DroraBooth of La Trobe University has completed a studyof the development of painting skills In preschoolersattending a child minding centre fully involved in herexperiment. The unique feature of this experimentwas the protection of the children from the usualpressures to produce representational art. Al1paintings (which were never called by the name''pictures'') were kept at the center. To reduce thepressures on the children to produce representationalart, the objective of the experiment was explained totheir parents. The children had regular sessions forwhat was called painting (the medium being notcommonly used at home.) Over a year, more than twothousand paintings were produced which were thenanalysed to show a clear-cut developmental pattern.Booth's work

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Harvey A. Cohen, OZNAKI and BEYOND, in D. Harris (Editor), Proceedings of National Education ComputingConference, NECC 197979 The University of Iowa, Iowa, USA, June 1979, pp 170-178.

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Harvey A. Cohen, OZNAKI and BEYOND, in D. Harris (Editor), Proceedings of National Education ComputingConference, NECC 197979 The University of Iowa, Iowa, USA, June 1979, pp 170-178.

The first system developed is called HANGMAN(because of its resemblance to the well-knownchildren's game.) Commuter power is supplied by anOZNAKI microcomputer (Wizard's Box). When thegame commences' on the screen the child sees anoutline face. On the twelve keys of a giant keyboardare the Blissymbols for eyes, mouthy hair: and nose.By pressing the appropriate large key, thecorresponding picture element appears. lf the facefeature is already displayed, pressing thecorresponding key causes it to disappear. The child Inthe photo below is one of a group of Down'sSyndrome children at the Moorabbin Day TrainingCentred Melbourne, Australia.

The film strip below shows (in colour reverse) theentire face and various partial faces the student canproduce enroute.

The PLUSMIMUS is relevant in this environment forpresenting the most basic ideas of numbers andnumber operations. The children we deal with lackthe more basic spatial skills. As the TV screen is nearvertical: UP/DOWN is easily modelled, whileIN/OUT can be made key commands to movedisplayed objects In and out of given areas.HANGMAN was implemented in TV SKEICH.which will be appropriate for constructing thesespatial mlcroworlds.

BIBLIOGRAPHY OF OZNAKI LITERATURE

OZNAKI - General* H. A. Cohen ''Micro-computers for Mïnï-Mathematicians in L. Murray (Editor) "MeaningfulMathematics", Published by the MathematicsAssociation of Victoria: 1977, pp 391-7.* H. A. Cohen, "OZNAKI: A New Medium forMathematicians": In D. Willlams (Editor), "Learningand Applying Mathematics", Published by theAustralian Association of Mathematics Teachers,1978, pp 274-85.* M. A. Cohen, "Expanding the Child's Concept ofNumbers, Space and Operation", in M.Poole (Editor),"From Creativity to Curriculum", to be published.

ORIGINAL DESCRIPTION of OZ/TINMAN* H. A. Cohen, "The OZNAKI Robotics LanguageOZ", Proceedings of the 7th Language OZ"Proceedings of the 7th Australian ComputerConference, Vol.1,1976, pp 128-1%3.

ORIGINAL DESCRIPTION OF PLUSMINUS* H. A . Cohen, " 0ZNAKI" in "Set Two", publishedby Mathematics Association of Victorian,Melbourne, 1976.pp 36-9.

EVALUATION* H. A. Cohen and D. G. Greene "Evaluation of theCognitive Goals of OZNAKI: Enhancement ofSpatial Projective Abilities". in "ACM Topics ininstructional computing'' (a special publication ofACM Sigcue), A.M.Wildberger and R. G. Montanellieds., ACM, New York, 1978: pp 69-90.

0ZNAKI v e r s i o n of " LIFE"* H . A . Cohen. ''The OZNAKI '' Lif e'' Dr Dobb'sJournal of Computer Calisthenics and Orthodontia,Published by People's Computer Company: MenloPark, California, Vol. 3, No. 4, (1978) pp 10-11.

OZGRA* H . A. Cohen and (1 . G . Green, ''TeachingMathematics with OZ-Graphics'', Peoples Computers,1977, vol 6 ( 3 ) . pp 52 -58.

CHILDREN' S DRAWING* D . Booth, " Pattern painting by the young child :the roots of aesthetic development", Austra1ianJournal of Education, 2 0 ( l976 ) pp l10 - 112 .* D. Booth, ''Chi1d Art and Pattern Painting",Australian J. of Early Childhood, 2 (1977 ) pp 14-21.* D. Booth, ''Curriculum and the Young Child'sSpontaneous Geometric Pattern Making'' i n M.Poo1e( Editor ) , ''From Creativity to Curriculum ", to bepublished.* J. Goodnow, ''Children's Drawing", Fontana, 1977,pp 40-43.

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Harvey A. Cohen, OZNAKI and BEYOND, in D. Harris (Editor), Proceedings of National Education ComputingConference, NECC 197979 The University of Iowa, Iowa, USA, June 1979, pp 170-178.