Activity/Lesson Key Information
Here are two identical sets of numbers on two maps. In the “Compare Numbers” competition, students are going to utilize the Coding Mode of Matatalab Lite and code MatataBot to move to a certain number in each round. The student will get 1 point if his/her number is greater.
Matatalab tangible coding language, Greater than, Less than, Equal to
MatataBot to pick a number, then compare it with other group’s. Each number can be picked only once. The group with the most points is the final winner.
- Acquire proficiency of number comparison among 1-10.
- Students get familiar with the Coding mode of Matatalab Lite and learn to guide MatataBot to reach the target numbers from the start point.
- Code: Set of specific directions or instructions sent to and used by a computer.
- Sequence: An arrangement of instructions to be followed in a particular order.
- Robot: A machine capable of carrying out a complex set of instructions as programmed by a
- Algorithm: A set of rules or directions to be followed by a computer.
- Command: instructions given to a computer or robot
Students are able to use the Coding mode of Matatalab Lite to program.
Studnets know numbers 1-10, understand which number is greater/less than the others.
ISTE : 1a, 3d, 4a, 4c, 4d, 5
Common Core State Standards：
Kindergarten MATHEMATICS Counting & Cardinality
Understand the relationship between numbers and quantities; connect counting to cardinality
Count to answer "how many?" questions about as many as 20 things arranged in a line, a rectangular array, or a circle, or as many as 10 things in a scattered configuration; given a number from 1-20, count out that many objects.
Identify whether the number of objects in one group is greater than, less than, or equal to the number of objects in another group, e.g., by using matching and counting strategies.1
Compare two numbers between 1 and 10 presented as written numerals.
Detailed Lesson Plan
1.The teacher leads students to understand the correspondence between a quantity and its number name by placing five pens to represent the number 5.
2.Teach students the rules of number comparison among 1-10 to facilitate their one-to-one correspondence.
3.Divide the class into groups, each consisting of 4 students.
Release the rules:
1.The two groups are going to have a competition. Each group first votes to select 1 coder and the 2 selected students shall use the Coding Mode of Matatalab Lite to code MatataBot to move to a certain number.
2.When the two students finish their programming, they shall press the “Play” button at the same time. As the MatataBots reach the destinations, the two picked numbers shall be compared and the group with the greater number gets 1 point.
3. Remove the numbers that have been picked up.
(Each number can only be picked once).
4. After one turn, the MatataBots should stay put and wait till the next turn, but not back at the starting point.
5. The group who gets the most points wins the game.
Extension: If students go through the game easily, the teacher can limit steps in each inning, and ask students to plan a better path.
- Did your group win the game?
- Which is the biggest in 1-5? Which is the second biggest?
- Are you confident to win if you play this again?
- Did you face any problem when coding? How did you solve that?
- Matatalab Lite – enough for each group of four students.
- Map – 6*6 grid, or Matatalab Magnetic map