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Teaching pack · Year 10 Spaceseegongsik /au

Spatial algorithms: a week of ready-to-teach maths

Five lessons for Year 10 Space. Print this pack and the week is prepared: each day has a one-page plan and a student worksheet with practice and a stretch section, plus twelve step cards to match, twelve design, test and refine cards to sort, a mini-check and every answer with its working.

AC9M10SP03
design, test and refine solutions to spatial problems using algorithms and digital tools; communicate and justify solutions

Start here: five minutes to Monday

  1. Skim the week at a glance on the next page.
  2. Print the five days. Each day is two A4 sheets: a plan and a worksheet.
  3. Print the two cut-out sheets, one copy per pair. Cut the 12 step cards before Day 1 and the 12 cycle cards before Day 2, and keep each set in an envelope.
  4. Computers with a spreadsheet, or with a block or turtle coding tool, help on Days 3 and 5; every task also works on paper.
  5. Open the free interactive unit on the board. Every plan says which picture to show and which buttons to press.

The idea in plain words

An algorithm is a list of steps precise enough that anyone, or any computer, carries them out the same way. Spatial problems, such as crossing a grid, drawing a shape or planning a route, can be solved with algorithms, but the first version is rarely the best: we design it, test it on examples, find where it fails or wastes effort, refine it and test again. A good solution comes with its justification, a clear reason why it works, and a short report that someone else could follow.

One day, one lesson

The five lessons fill a week of maths, one lesson of about 60 minutes a day. Run them in order: each day stands on the one before. Every plan marks a split point for two shorter sessions, and every worksheet ends with a stretch section for students who finish early.

How we write these

Grid cells are written (column, row) from the top-left cell (0, 0); the robot grid counts x across and y up. Turns are to the right and in degrees. City distances are counted in blocks along the streets, across plus up, never as the crow flies.

On the board
This pack is the printable half of a free interactive unit. The on-screen half has five interactive pictures (an ordered recipe, a route traced step by step, the design, test and refine loop, a nearest-next rule and a vague step against a clear one) plus a self-check quiz you can run as a class game on Day 5.
seegongsik.com/au/y10/space/AC9M10SP03
Aligned to the Australian Curriculum V9 (AC9M10SP03). This pack is original material from seegongsik, independently produced and not endorsed by ACARA. Curriculum content descriptors are (c) ACARA, licensed under CC BY 4.0. Free to print and use in class.
The week at a glance5 lessons

The week at a glance

One lesson a day for a week. Each day stands on the day before, so run them in order.

DayLessonStudents learn and doOn screen
1Precise stepsRewrite vague instructions as precise steps, trace a robot program on a grid, and match six vague instructions to their precise versionsAn algorithm is an ordered recipe; steps must be unambiguous
2Test and refineTrace a route rule on three grids, find where it gets stuck, refine it and test again on every grid, and sort twelve actions into design, test and refineTest it by running it on an example; design, test, refine, repeat
3Turtle shapesWrite loops that draw regular polygons and stars, find the turn from the number of sides, and justify why the turns add to 360°An algorithm is an ordered recipe
4Shorter routesPlan a delivery round with the nearest-next rule, measure it in blocks, and refine it into a shorter roundA simple rule for a spatial task
5Solve, justify, reportFind the meeting point with the least walking, first by testing points in a table and then by a faster rule, justify it, report it, and play the self-check quiz as a class gameDesign, test, refine, repeat; self-check quiz as a class game

How the week builds

Day 1 makes steps precise; Day 2 tests a rule until it breaks and refines it; Day 3 uses loops to draw shapes; Day 4 refines a route; and Day 5 runs the whole cycle and ends with a justified report. It builds on Year 9 work with algorithms and geometric reasoning, and it prepares the algorithmic thinking of senior mathematics and digital technologies.

Materials for the week (one trip)

Words for the word wall

algorithm, step, instruction, condition, loop, repeat, trace, test case, design, refine, nearest-next, route, block distance, median, justify, report

A note homeHome practice

Dear families

This week in maths, Year 10 is learning to solve problems about space and routes with algorithms: precise lists of steps that are designed, tested and improved, then explained to someone else.

Try this at home

My algorithms week

Fill one row a day. Write an everyday task, the first step of an algorithm for it, and one way it could go wrong.

DayA taskIts first stepHow it could go wrong
Monday
Tuesday
Wednesday
Thursday
Friday
Day 1 · Teacher planDay 1 of 5

Precise steps

An algorithm is a list of steps precise enough that everyone who follows it does exactly the same thing. Students rewrite vague instructions, trace a robot program on a grid, and match six vague instructions to their precise versions.

We are learning to

Success criteria

You need

The step cards (cut-out sheet 1), one set per pair; the worksheet; a counter to act as the robot.

Lesson flow (about 60 minutes)

12 minRobot teacher
Show the board (see the box), then a student directs you to a desk while you follow every instruction exactly and literally.

Ask: “Which instruction could I follow in two different ways?”

28 minRewrite and trace
Pairs complete Parts A and B, one reading the program while the other moves the counter.

Ask: “After the robot turns, is “right” still the same way on the page?”

20 minMatch the steps
Pairs match the twelve step cards (Part C); early finishers do Part D.

Two shorter sessions? Stop after Part A; start the next with Part B.

On the board
Open “Steps must be unambiguous” and press “Show a vague step”, then “Show the clear step”. Then open “An algorithm is an ordered recipe” and press “Fewer steps” and “More steps”. Ask: what makes each step clear?
seegongsik.com/au/y10/space/AC9M10SP03

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Answers

Day 1 · Worksheet

Precise steps

NameClassDate

A. Make it precise

Rewrite each instruction so that everyone who follows it does exactly the same thing.

1. “Walk a little way towards the door”
2. “Draw a big triangle”
3. “Keep turning until it looks right”

B. Trace the robot

The robot starts at (0, 0) facing north. F moves it forward one cell; L and R turn it 90° left or right on the spot.

001122334455north
F F R F F F R F L F
Trace the program on the grid. Where does the robot finish, and which way is it facing?

C. Match the steps

Match each vague card to its precise card. Write the letters.

Pair 1:   ______ and ______Pair 2:   ______ and ______
Pair 3:   ______ and ______Pair 4:   ______ and ______
Pair 5:   ______ and ______Pair 6:   ______ and ______

D. Stretch: a loop

Write a program with a loop that makes the robot trace a rectangle 2 cells tall and 3 cells wide, finishing where it started and facing the same way.
Day 2 · Teacher planDay 2 of 5

Test and refine

A rule is only as good as its tests. Students trace the rule “step right if you can, otherwise step down” on test grids, find where it gets stuck, refine it, and test the new rule on every grid again; then they sort twelve actions into design, test and refine.

We are learning to

Success criteria

You need

Coloured pencils; the cycle cards (cut-out sheet 2), one set per pair; the worksheet.

Lesson flow (about 60 minutes)

12 minRun it
Show the board (see the box).

Ask: “The route reached the goal on this grid. Does that mean the rule always works?”

28 minBreak it, fix it
Pairs complete Parts A and B, tracing each route in a different colour.

Ask: “Your new rule works on Grid 2. What must you check next?”

20 minSort the cards
Pairs sort the twelve cycle cards (Part C); early finishers do Part D.

Two shorter sessions? Stop after Part A; start the next with Part B.

On the board
Open “Test it by running it on an example” and press “Step” until the route reaches the goal. Then open “Design, test, refine, repeat” and press “Test”, then “Refine”. Ask: what would a test that breaks this rule look like?
seegongsik.com/au/y10/space/AC9M10SP03

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Answers

Day 2 · Worksheet

Test and refine

NameClassDate

A. Test the rule

Start at the top-left cell (0, 0). Repeat until you reach the goal: If the cell to the right is open, step right; otherwise, if the cell below is open, step down. Cells are written (column, row).

0011223344startgoalGrid 10011223344startgoalGrid 2
1. Trace the rule on Grid 1. Does it reach the goal?
2. Trace it on Grid 2. Where does it get stuck, and why?

B. Refine and test again

Change the rule so that it reaches the goal on Grid 2. Then test your new rule on Grid 1. Does it pass both tests?

C. Sort the cards: design, test or refine?

DesignTestRefine

D. Stretch: a harder grid

0011223344startgoalGrid 3
Both rules get stuck on Grid 3. Refine the rule again so that it reaches the goal, and test it on all three grids.
Day 3 · Teacher planDay 3 of 5

Turtle shapes

A loop repeats steps. A turtle that repeats “forward, then turn right” draws a regular polygon when the turn is 360° divided by the number of sides, and a star when its turns add to more than one full turn. Students write loops for polygons and stars and justify the turn.

We are learning to

Success criteria

You need

Protractors and rulers; computers with a turtle or block coding tool if you have them; the worksheet.

Lesson flow (about 60 minutes)

12 minWalk a square
Show the board (see the box), then a student walks a square in the room, turning on the spot at each corner.

Ask: “How far had you turned altogether when you faced your starting direction again?”

28 minPolygons
Pairs complete Parts A and B, running the loops in a coding tool if there are computers.

Ask: “Why is the hexagon’s turn 60° when its corners measure 120°?”

20 minStars
Pairs complete Part C; early finishers do Part D.

Two shorter sessions? Stop after Part A; start the next with Part B.

On the board
Open “An algorithm is an ordered recipe” and press “Fewer steps” twice, then “More steps”. Ask: which steps does a loop repeat, and how does the loop know when to stop?
seegongsik.com/au/y10/space/AC9M10SP03

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Answers

Day 3 · Worksheet

Turtle shapes

NameClassDate

A. Turn and corner

A turtle repeats: forward 100, then turn right by the same angle. Fill in the turn and the corner (interior) angle. The first row is done for you.

SidesTurn each timeCorner angle
3120°60°
4
5
6
8
10

B. Write the loop

turn 72°, 5 times
turn 144°, 5 times
1. Write the loop that draws a regular hexagon.
2. Explain why the turns of any regular polygon add to 360°.

C. Stars

The star turns 144° five times. Work out the total turning and explain why the path closes. Then design a loop for a different star and test it, on a computer or with a protractor.

D. Stretch: seven points

Find two different turns that draw a seven-pointed star. How many full turns does each make?
Day 4 · Teacher planDay 4 of 5

Shorter routes

The nearest-next rule is quick to follow but not always shortest. Students plan a delivery round from a depot with the rule, measure it in blocks, then refine it into a shorter round and justify why it is shorter.

We are learning to

Success criteria

You need

Coloured pencils; the worksheet; a spreadsheet if pairs want to test many orders.

Lesson flow (about 60 minutes)

12 minNearest first
Show the board (see the box).

Ask: “If we always go to the closest stop next, what could go wrong at the end of the round?”

28 minFollow the rule
Pairs complete Parts A and B, drawing the round in colour.

Ask: “Which leg of the round is longest, and why does the rule end with it?”

20 minBeat it
Pairs complete Part C; early finishers do Part D.

Two shorter sessions? Stop after Part A; start the next with Part B.

On the board
Open “A simple rule for a spatial task” and press “Visit next” four times. Ask: at each step, was the next point really the closest? Could another order be shorter overall?
seegongsik.com/au/y10/space/AC9M10SP03

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Answers

Day 4 · Worksheet

Shorter routes

NameClassDate

A. Blocks from the depot

A van leaves the depot, delivers to stops A to E and returns. Distances are counted in blocks along the streets: across plus up.

012345678901234567DepotABCDE
StopABCDE
Blocks from the depot4

B. The nearest-next round

From the depot, always drive to the closest stop not yet visited; after the last stop, return to the depot. List the order of the stops and add up the blocks.

C. Beat the rule

Find a shorter round. List its order, add up its blocks, and explain where the saving comes from.

D. Stretch: how many rounds?

In how many different orders could the van visit the five stops? How could a spreadsheet help you be sure that a round is the shortest?
Day 5 · Teacher planDay 5 of 5

Solve, justify, report

Five friends want to meet at the street corner with the least total walking. Students test corners in a table (a spreadsheet can test every corner), refine the slow method into a fast rule, justify it, and report; then the self-check quiz as a class game.

We are learning to

Success criteria

You need

Calculators; computers with a spreadsheet if you have them; the worksheet; the self-check quiz on the board.

Lesson flow (about 60 minutes)

12 minWhere should we meet?
Show the board (see the box), then pairs each mark a guess on the map.

Ask: “Is the middle of the map the place with the least total walking? How could we find out for sure?”

30 minTest, refine, report
Pairs complete Parts A to C.

Ask: “Testing every corner works. What faster rule do the best corners share?”

18 minQuiz
Play the self-check quiz as a class game; early finishers do Part D.

Two shorter sessions? Stop after Part B; start the next with Part C.

On the board
Open “Design, test, refine, repeat” and press “Design”, “Test” and “Refine” in turn. Ask: which stage is the table of totals, and which is the faster rule? Then run the self-check quiz as a class game: pairs agree on an answer before you reveal it.
seegongsik.com/au/y10/space/AC9M10SP03

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Answers

Day 5 · Worksheet

Solve, justify, report

NameClassDate

A. Test some corners

Five friends live at street corners. Walking is counted in blocks along the streets: across plus up. The first total is done for you.

0123456789012345678AriBoCyDiEm
Meeting corner(4, 4)(5, 4)(5, 3)(6, 3)
Total walking24

B. A faster rule

1. Write the five across positions in order, then the five up positions in order. Which corner sits in the middle of both lists?
2. Explain why moving one block away from that corner makes the total walking longer.

C. Report

Write a short report: your method, the meeting corner, how you checked it, and why no other corner walks less.

D. Stretch: a sixth friend

A sixth friend lives at (9, 8). Where could the six friends meet now? Explain.
Cut-out cards 1 of 2Step cards

Vague steps and precise steps

For Day 1, one set per pair. Six cards give a vague instruction; six give a precise version of one of them. Match each pair.

Move 3 cells rightCard A
“Head for the closest one”Card B
If the cell ahead is a wall, turn left; otherwise move forwardCard C
“Make a square-ish shape”Card D
“Keep going until you are nearly there”Card E
Turn right 180°Card F
“Go a bit to the right”Card G
Move to the nearest point you have not yet visitedCard H
“Avoid the walls”Card I
Repeat 4 times: forward 5 cm, turn right 90°Card J
“Turn around”Card K
Repeat until you are on the goal cellCard L

Teacher note: the key is with the mini-check answers.

Cut-out cards 2 of 2Cycle cards

Design, test or refine?

For Day 2, one set per pair. Each card is one action from building a route rule. Sort the cards into three piles: design, test and refine.

Run the steps on a grid with a wall in the wayCard M
Write the steps a robot follows to cross the gridCard N
Swap the order: try down before rightCard O
Trace the route cell by cell and mark where it stopsCard P
Choose which way to try first, right or downCard Q
Check the route on a grid with no walls at allCard R
Decide what the robot does at the edge of the gridCard S
Add a step for when both ways are blockedCard T
Try the new rule on every grid you tested beforeCard U
Remove a step that never changes the routeCard V
Write the rule as a loop: repeat until the goal is reachedCard W
Time how long the spreadsheet takes for 1000 pointsCard X

Teacher note: the key is with the mini-check answers.

Mini-check · End of the weekAlgorithms

What we know: Spatial algorithms

NameClassDate

Work on your own. Show your working.

  1. Rewrite this instruction so that everyone follows it the same way: “Walk a bit further down the corridor.” ______________________
  2. A robot starts at (0, 0) facing north and runs F R F F L F. Where does it finish, and which way does it face? ______________________
  3. On a 5 by 5 grid with walls at (2, 0), (1, 1), (4, 3), the rule “right if open, otherwise down” starts at (0, 0). Where does it get stuck? ______________________
  4. What turn does a turtle repeat to draw a regular octagon, and what is each corner angle? ______________________
  5. From a depot at (0, 0), stops sit at P (3, 1), Q (1, 4), R (5, 5), S (6, 2). Use the nearest-next rule, counting blocks, and give the length of the round. ______________________
  6. Testing a rule on one grid and reaching the goal shows that the rule, circle one:   always works  ·  is the fastest rule  ·  works on that grid
  7. Houses stand along a straight road at 1, 2, 7, 9, 10 km. Where should a shared letterbox go for the least total walking, and why? ______________________
  8. What could go wrong with the step “repeat until you reach the goal”? How would you test for it? ______________________

How did this week feel? Circle one:   I can teach it  ·  I am getting there  ·  I need more help

Mini-check · Answers and markingFor the teacher

Answers and marking guide

Answers with working

  1. Answers vary, such as “Walk 10 steps further down the corridor, then stop.” It needs an amount and an end.
  2. At (2, 2) facing north.
  3. At (1, 0): the cell to the right and the cell below are both walls.
  4. 45° each time; each corner is 180° − 45° = 135°.
  5. Depot–P–S–R–Q–Depot: 4 + 4 + 4 + 5 + 5 = 22 blocks.
  6. It shows the rule works on that grid; other grids need their own tests.
  7. At 7 km, the middle house: the total is 16 km, and moving either way adds walking for more houses than it saves.
  8. The goal might never be reached, so the loop never ends or gets stuck. Test it on a grid where the goal is walled off, and add a stopping rule.

A quick three-level guide

IdeaWorking towardsAt standardBeyond
Precise stepsUses words such as a bit or nearlyWrites steps with amounts, directions and an endUses loops and conditions so the steps work in every case
TestingTries one easy caseTraces a rule cell by cell and records where it failsChooses tests designed to break a rule
RefiningFixes one case and stopsRefines a rule and tests it again on every earlier caseRefines a slow method into a fast rule and explains the gain
JustifyingStates an answer without a reasonShows totals or traces that support a solutionExplains why no other solution does better and reports it clearly

Eight questions, four ideas. A student at standard writes steps anyone can follow, tests them, and backs every answer with a trace or a total.

Card keys

Step cards (Day 1): G with A; D with J; E with L; B with H; K with F; I with C. Cycle cards (Day 2): design: N, Q, S, W; test: M, P, R, U, X; refine: O, T, V.

Weekly recordClass checklist

Weekly class record

Jot a tick as you move around the room; the mini-check fills any gaps. A tick a day is plenty.

NameStepsTest, refineTurtleRoutesReport

The five columns are the five days: precise steps, testing and refining, turtle shapes, routes, and the report.