Finding human solutions to a problem, sometimes provides a basis for, or serves as a pointer to, devising and implementing algorithms for program solutions, which can in turn lead to solution strategies for program solutions to more complex problems. The recent CAS Tenderfoot program proposed ‘the simple knight’s tour for secondary teachers and their pupils as a productive, fertile exercise in the computational thinking necessary to look at human solutions. We run with this idea.
Created by Dave White
last edited Jan 18 2018 by Dave White
Using guided discovery and enquiry-based learning and other elements of computer science pedagogy as a basis for exploration, this workshop encourages teachers and pupils to find a variety of human solutions to this and related problems with a view to generating program solutions. We show how a simple model of computational thinking, together with creativity, heuristics, symmetry, induction, and deduction, underpins this approach while using problem representations on a click/touch screen of an interactive knight chess board. We experiment with the game board before tackling the problem for human solutions with drawings, including tree diagrams and some drawing representations from graph theory. A full discussion of representations and solutions are included in the final section Knight’s Tour. A Word booklet version is also available with the Interactive Knight Chessboard Software: KT_App1, 2 and 3, Python 3 Source Programs at CAS Knight’s Tour
Level: KS3 and KS4+
Introduces concepts of Computer Science Pedagogy for Teachers. Encourages and makes explicit Computational Thinking for teachers and pupils seeking Human and Program Solutions. Expansive treatment of relevant data structures: representation and manipulation and traversal of trees, binary trees, graphs and stacks.