Scratch Mathematics
4.7 (17 ratings)
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Scratch Mathematics

Understand algebra better by bringing it to life with code
4.7 (17 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
2,467 students enrolled
Created by Sanjin Dedic
Last updated 10/2016
English
Price: $50
30-Day Money-Back Guarantee
Includes:
  • 1.5 hours on-demand video
  • 1 Article
  • 1 Supplemental Resource
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Use scratch to create algorithms that solve arithmetic problems
  • Use scratch to create algorithms that factorise any round number
  • Use scratch to create algorithms that test if a number is prime
  • Generate lists of prime numbers (pre-cursor to encryption)
  • Use scratch to plot linear, quadratic and cubic functions
  • Compute and graphically represent X and Y intercepts
  • Compute and graphically represent intersections of two or more curves
  • Use scratch to create automated quizes with randomly generated questions
View Curriculum
Requirements
  • Download and Install Adobe Air (see lecture 1)
  • Download and Install Scratch 2 (see lecture 1)
Description

Scratch mathematics is a fun way to better understand algebra and co-ordinate geometry not only by visualising it but by creating sketching and problem solving algorithms. 

Coding ties in with Algebra through the use of variables to store and transform information. These variables will be used to create and solve equations and also to investigate factorisation and prime numbers. 

Coding ties in with co-ordinate geometry through user interfaces (the very screen you are looking at right now) this screen is a Cartesian two dimensional plane where every single pixel is a unique co-ordinate. These pixels are essentially the same as squares on a plotting paper and so we can use them to plot various functions, intersections points and axis intercepts. 

What you can do with this knowledge?

If you are a high school student you can gain a novel insight into your most important maths skills and come to realise their value in applying them to computer programs

If you are a teacher you have just acquired a capacity to create some amazing interactive activities for algebra and co-ordinate geometry. Beyond this you can create automated quizzes which your students can use to test their skills.

If you are budding game designer you can better understand the equations that govern the movement of objects and so begin creating basic physics engines

How long will the course take?

This course can be completed in approximately 4 hours by someone proficient in Scratch, a Scratch novice would need about 6 hours

What else is included?

All the solution files are attached in a zip file inside the very first introductory lecture



Who is the target audience?
  • This course is for anyone that likes math and wants to bring it into the domain of coding
  • This course is ideal for helping high school students understand algebra better by creating algorithms that solve problems
  • This course is ideal for mathematics teachers looking to expand their repertoire of activities
  • This course is NOT for anyone advanced in both mathematics and coding
Compare to Other Scratch Programming Courses
Curriculum For This Course
12 Lectures
01:38:53
+
Before you get started
2 Lectures 10:36

Program solutions
00:12
+
Arithmetic
1 Lecture 04:25
Basic Arithmetic
04:25
+
Algebra
4 Lectures 26:44
Multiples
05:32

Factorising a given integer
06:19

Testing if a given number is a prime number
05:08

Generating a list of prime numbers (any size you like)
09:45
+
Co-ordiante Geometry
3 Lectures 32:14
Sketching a function (linear, quadratic and cubic)
09:45

Finding and marking the X, Y intercepts
09:06

Finding and marking the intersection points of two curves
13:23
+
Automation and Quizzes
2 Lectures 24:54
Basic arithmetic quiz which automatically generates 10 questions
11:37

Multiple operations quiz: randomly generated questions + grading
13:17
About the Instructor
Sanjin Dedic
4.2 Average rating
340 Reviews
16,037 Students
8 Courses
Teacher, Robotics Engineer

Sanjin is a teacher and a robotics engineer with a passion for teaching Coding and Robotics to school aged children. He has spent more than 5 years teaching various age groups in platforms like Scratch, Arduino, Python, Raspberry Pi and Lego Mindstorms. 

He is presently working with over 20 schools in Melbourne to help them implement the Digital Technologies Curriculum in a meaningful manner. This means developing learning sequences that help students easily grasp the core concepts of coding and then setting them up with problems that involve higher level computational thinking and integration with various mathematical concepts.