Bloom with a BLOOM (a computer model of a loom)
DOI:
https://doi.org/10.55630/mem.2023.52.137-147Keywords:
loom, weaving, computer modeling, turtle geometry, constructionism, block-based programming, STEAMAbstract
This article describes a computer model of a loom and a case study of a 10-year old child using the model to weave a real rug. The application of the model for weaving a real rug, the accompanying experiments and the involvement of the participants: the child, the master weaver, the parent and the teacher, show how technology can be used in such a manner as to make learning by doing and sharing its results happen in harmony with the ideas behind the STEAM education.
References
S. Papert, C. Solomon. Twenty things to do with a computer, in volume 12 of Educational Technology, issue 4, 1972, 9–18.
S. Papert. Mindstorms: Children, Computers, Powerful Ideas. The Harvester press, 1980.
E. Sendova. Constructionism as an educational philosophy and a culture – a tribute to Seymour Papert. Math. and Education in Math., 46 (2017), 29–51.
Bl. Sendov. Education for an Information Age, in volume 37 of Impact of Science on Society, no. 2, 1987, 193–201.
R. Nikolov. Integrating Informatics into the Curriculum, in Education & Computing, North-Holland, 1987, 369–374.
P. Kenderov, E. Sendova, T. Chehlarova. IBME and ICT – the experience in Bulgaria. In: Implementing Inquiry in Mathematics Education (eds. P. Baptist, D. Raab), Bayreuth, 2012, 47–54.
T. Chehlarova, P. Kenderov, E. Sendova. A European network for professional development of teachers (and the role of IMI-BAS as a center for inquiry based mathematics and informatics education). Math. and Education in Math., 46 (2017), 328–336.
E. Sendova, R. Nikolov, P. Boytchev. A Glance Backward With Nostalgy and Forward With Optimism (or Do We Need to Start From Scratch When Introducing Children to Programming), Proceedings of the 11th National Conference “Education and Research in the Information Society”, Plovdiv, 2018, 143–151.
Ts. Andreev. Of the Nature of Math and Math in Nature – a Sequel About Symmetry for Children and Adults. Volume 64 of Mathematics and Informatics, Azbuki, Sofia, 2021.
Snap! Core Team, Snap!: A visual block-based programming environment, 2022. https: //snap.berkeley.edu.
Ts. Andreev. Implementation of BLOOM in Snap!, 2022. https://snap.berkeley.edu/ project?user=tsvetelin&project=BLOOM.
T. Price. ”Video”-like replayer for Snap logs, https://github.com/thomaswp/ snap-replay.
T. Price, Y. Dong, D. Lipovac. iSnap: Towards Intelligent Tutoring in Novice Programming Environments, In Proceedings of the 2017 ACM SIGCSE Technical Symposium on computer science education, 2017, 483–488.
Ts. Andreev. Introduction to BLOOM, 2022. https://learn-together.co/ lessons-loom/playback.html?video=learntogether/loom
Scratch Foundation Core Team, Scratch: A high-level block-based visual programming language and website, 2022. URL: https://scratch.mit.edu.
E. Sendova. Ten commandments for creative teaching of Informatics, volume 1 of bulletin “Informatics and Mathematics”, RGE, 1987, 87–93.
G. Stager. Twenty Things to Do with a Computer Forward 50: Future Visions of Education Inspired by Seymour Papert and Cynthia Solomon’s Seminal Work. Constructing Modern Knowledge Press, 2021.
S. Klimczak, C. Solomon. TurtleStitching: At least twenty things to do with a computer and a computerized embroidery machine, in volume 22 of Contemporary Issues in Technology and Teacher Education, issue 1, 2022. https://citejournal.org/volume-22/issue-1-22/seminal-articles/ turtlestitching-at-least-twenty-things-to-do-with-a-computer-and-acomputerized-embroidery-machine