PIPPIN Grids

This is an improved version of the PIXIE grid application. The microworld is a set of interesting places for PIPPIN to go to. These are set out on a 10 centimetre grid to make it easy to work out how much PIPPIN should move. The targets are set by rolling a dice or using a spinner. The sample targets can be chosen by colour, shape or dice number. PIPPIN could be programmed to go from where it is to a red target by programming it with right 90, forwards 10.

The targets are joined with trace lines and coordinate values are noted at the ends of the lines. Simple calculations are needed to work out the numbers to program into PIPPIN as long as students restrict themselves to 90 degree turns. Clever students may want to program PIPPIN to go along a diagonal or directly to the target. Diagonals are fairly straightforward if the students measure the distance needed. (14 centimetres for a single square, 28 for a two-square diagonal). So, to get from where PIPPIN is to a "3" target, a suitable program would be right 45, forwards 14.

Using this technique, PIPPIN can get to any target with a turn and a move. The angles are approximately: 26 degrees for a 2 up 1 across move, 18 degrees for a 3 up 1 across move, 34 degrees for a 3 up 2 across move, 56 degrees for a 2 up 3 across move, 63 degrees for a 1 up 2 across move and 72 degrees for a 1 up 3 across move. Students may be able to find these by trial and error or they may want to use the protractor cover to measure the angles.  The program for PIPPIN to get from where it is to a hexagon could be right 26 degrees backward 22.

Resources

You can make resources easily in a DTP package or even word, but I have put my version here for you to download if you want. The spinners are here but you would be better off with a suitable dice if you have one.

Last modified 17/10/06. Copyright ©2006 Swallow Systems