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Code art

chatbot / block programming


Have students create code art on a sand printer using block programming and artificial intelligence. They get access to a chatbot as a learning assistant. 

More and more schools are using chatbots in teaching, but how to use them to strengthen digital creativity and learning? Can artificial intelligence make programming more accessible to more people?

In this teaching method, the students program geometric shapes which they print on a sand printer. They use block-based programming and get access to a chatbot (artificial intelligence) as a learning assistant. The chatbot will provide guidance adapted to the individual student's level, promote independent problem solving and provide important knowledge about the use of artificial intelligence.

Through trial and error, students will experience how language models can promote digital creativity and programming skills, but also what limitations the technology has and how it can be misused.

The teaching plan is particularly relevant to the new curriculum (LK20) by combining arts and crafts with mathematics through programming.

The teaching offer has been developed with support from Sparebankstiftelsen DnB.

NB! Møt opp senest 10 minutter før timen. Manglende oppmøte uten avbestilling 7 dager i forkant vil faktureres 500 kr i gebyr.

Vi tilbyr også dette opplegget med tekstbasert programmering.



Suitable for ages 8-10. steps and VGS

Maximum 28 students


Mathematics, Arts and crafts

Duration 75 min


What happens in this teaching program?

Description of the lesson
Introduction (approx. 30 min)
  • Brief introduction to generative artificial intelligence, language models and chatbots.
  • Brief introduction to algorithmic art and about using code as a brush
  • Introduction to block-based programming and the sand printer Sisyphus
  • Introduction to the use of a chatbot as a learning assistant
  • Competition where students are given 5 challenges which they must solve using programming. The tasks deal with scaling, rotation, repetition, variables.
  • Joint review of the assignments.
Activity (approx. 30 min)
  • The students create their own creative design based on their own ideas and print them on the sand printer.
  • The students create their own creative design based on their own ideas and interaction with the chatbot and print them on the sand printer
Reflection (approx. 15 min)
  • Reflection: how can chatbots work as learning assistants.
  • Discussion: "AI literacy": What is good and what is bad use. What have we experienced that we can take with us further?
    Practical information
    The teacher's role

    Vi ønsker at du som voksen er aktiv, deltakende og nysgjerrig. Lærere er ansvarlig for gruppen under hele besøket og kan bli bedt om å hjelpe til underveis (ikke faglig/programmering). Explainer har ansvar for gjennomføring av programmet. 

    Before the visit

    Våre undervisningsopplegg krever ikke forarbeid, men det er alltid nyttig å forberede elevene på et museumsbesøk. Vis gjerne bilder eller video fra museet, fortell om hva som skal skje, og se våre digitale ressurser som kan brukes til for- og etterarbeid.

    After the visit

    Reflect and discuss with the students after the lesson, preferably in groups.


    Curriculum and competence targets

    Core elements and competence targets 8.–10. steps

    Mathematics
    • Explore how algorithms can be created, tested and improved using programming (Step 8).
    • Describe, explain and present structures and developments in geometric patterns and in number patterns (9th stage).
    Arts and crafts
    • Exploring how digital tools and new technology can provide opportunities for forms of communication and experiences in creative processes and products (10th stage)

    Core elements and competence targets VGS

    Mathematics – 1T
    • Formulate and solve problems using algorithmic thinking, various problem-solving strategies, digital tools and programming.
    Mathematics – 1P
    • Digital skills in mathematics P involves being able to use graphing, spreadsheets, CAS, dynamic geometry programs and programming to explore and solve mathematical problems.
    Science – VG1 SF
    • Drøfte hvordan utvikling av naturvitenskapelige hypoteser, modeller og teorier bidrar til at vi kan forstå og forklare verden.
      vurdere og lage programmer som modellerer naturfaglige fenomener.
    • Digital skills in science are being able to use digital tools to explore, record, calculate, visualize, program, model, document and publish data from experiments, fieldwork and other people's studies.

    You meet one of us!

    Jon Haavie
    John
    Terje Alming
    Terry
    Øystein Salomonsen
    Øystein
    Sigurd Nordgaard Sundby
    Sigurd
    Astrid Haugland
    Astrid
    Linda Fladmoe
    Linda
    Hana Zukanovic
    Hana
    Linda Fladmoe
    Anna

    Toddler jumbo test tube. Photo.
    A child in a lab coat who prefers white powder to jumbo test tubes. Photo.

    Common questions and answers

    What happens on arrival?

    One of the teachers in the group approaches the reception. We will then register that you have arrived and you will be allocated a cloakroom space and possibly cabinet for locking up valuables.

    Arrive at the museum no later than 10 minutes before the start of the program. Let us know if you will be delayed by phone. 22 79 60 00. If you arrive late, the learning offer may be shortened or cancelled.

    Is this teaching offer free?

    Our teaching programs are free, but you have to pay for the entrance ticket to the museum. You can only book one arrangement per visit.

    Egne priser gjelder for lærere, elever og skoleklasser.

    What payment methods do you have?

    Kindergartens and schools can pay by cash/card on arrival or receive an invoice. For invoices, you must include the requisition or resource number and invoice address.

    Do we have access to the entire museum?

    Yes! Access to the museum's exhibitions is included in the ticket for school visits. You are most welcome to explore the exhibitions both before and after the lessons.

    Where can we have a lunch break?

    You can eat the packed lunch in different places; in the cafe, at the reception and outside the museum entrance. It is not allowed to eat or drink in the exhibitions.  

    What rules apply to school visits?

    At The Norwegian Museum of Science and Technology the same rules apply as at school/kindergarten. We will

    • be role models for each other
    • be kind to each other and the exhibits
    • use consensus
    • don't run.

    ATTENTION: Everything behind barriers must not be touched.

    Then we all have fun and contribute to a good learning experience. If you decide that your group can visit the museum shop, the teacher must be present as long as some of the children are there.

    Resources

    Below you will find various resources that can help prepare students for a museum visit.

    5 children in front of The Norwegian Museum of Science and Technology eating soft ice cream

    Preparation: Random art

    You need

    • A sheet
    • A dice
    • A ruler
    • A pencil

    Put a cross in the middle of the sheet and place a ruler from the cross

    Roll the die and draw a line with the pencil as many cm as the die shows.

    Rotate the ruler 90 degrees.

    Repeat 2-4 as many times as you want

    Study the result and compare with the neighbours.

    5 children in front of The Norwegian Museum of Science and Technology eating soft ice cream

    Post-work: Useful links

    As follow-up work, the class can use the Sisyphus software that we used in the lesson.

    Til undervisningen kan du ta i bruk våre undervisningsressurser (blokk eller Python) i Google Slides.


    Norway's National Museum of Technology, Industry, Science and Medicine. Here you will find exciting exhibitions and activities a short distance from central Oslo.

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