Creating 2D shapes relates to the mathematics curriculum of Describe and draw two-dimensional shapes, with and without digital technologies (ACMMG042). It also relates to the year 6 mathematics curriculum of Investigate, with and without digital technologies, angles on a straight line, angles at a point and vertically opposite angles. Use results to find unknown angles (ACMMG141).
It also relates to the Year 6 digital technologies curriculum Implement and use simple visual programming environments that include branching (decisions), iteration (repetition) and user input (ACTDIP020)
These activities fit into the modification phase of the SAMR model as there is task redefinition. Students will be using Sphero to demonstrate their understanding of straight lines and angles.
These activities could be integrated with art as students could coat Sphero in paint then paint on butcher paper using the shapes they have coded. Development and application of artistic techniques and processes with: shape (exaggerated proportions; motifs; fonts), colour (colour wheel; tertiary colour) and line (lines that create an illusion) to create artwork (ACAVAM115).
Students will have to be familiar with how Sphero functions and how the app works. Another concern is that when drawing on the app the corners aren’t very sharp so there may need to be a brainstorm session with the students to determine how to make the corners sharper.