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International Baccalaureate · PYP 2

Maps, Grids and Directions

⌚ ~114 min ▢ 12 blocks ✓ 52 exercises ➣ Prerequisites : Position and Direction
I The Plan of the School and the Neighbourhood

Léa's cousin is coming to her school tomorrow. Léa wants to explain to her, on a sheet of paper, where her classroom is: “it is near the playground, far from the library”. How can Léa draw the whole school on one sheet?

Like the plan of the bedroom and the plan of the classroom: she draws the school seen from above. Each room becomes a rectangle, the playground a big rectangle, and she writes the name inside. She places the fixed landmarks first — the entrance, the playground, the canteen — then her classroom beside them.
Figure


Definition — Near and Far
Two words compare distances. A place is near when the route to it is short, a few steps: Léa's class is near the playground. A place is far when the route to it is long, across the school: the library is far from Léa's class.
Figure
The short arrow: near. The long arrow: far.
Definition — The Plan of the School
The plan of the school is the drawing of the school seen from above. Each room is a rectangle with its name inside; the playground and the entrance are the fixed landmarks, the ones everybody knows. On the plan we can point at a room, say where it is compared to the others — “the office is between the toilets and Noah's class” — and follow a route with the finger.
Method — Making a Plan
  1. Place the fixed landmarks first: the entrance at the bottom of the sheet, for example, then the playground in the middle — big and easy to find.
  2. Place each room compared to them: to the left of the playground, above the canteen, next to the entrance…\ one rectangle each, its name inside.
  3. Check by walking: walk through the school with the plan in hand, finger on the plan — every door you pass must be at its place on the drawing.
The Aerial Photo
A photo taken from the sky — from a plane or a satellite — shows the neighbourhood seen from above, like a real plan: the roofs, the streets, the playground of the school. On such a photo, or on the plan of the town, we can find the places we know — the school, the town hall, the bakery, the swimming pool — and draw the route we walked.
Figure
Report an error
Example
On the plan of the school, Léa goes from her class to the canteen without crossing the playground: she walks along the entrance corridor.
Figure
Draw her route. Is the canteen near or far from her class?

Figure
Out of the class, down to the corridor, all along it to the left, up into the canteen. The route crosses the whole width of the school: the canteen is far from Léa's class. The playground, right beside her class, is near.

Skills to practice
  • Reading the Plan of the School
  • Reading the Plan of the Neighbourhood
  • Producing a Plan
II The Map
Definition — Map
A map is a drawing that shows a place from above, like a park or a treasure island.
It helps us see where things are, like trees, paths, or a treasure chest.
Example
This treasure map shows where things are: the ship is on the sea, and the chest is on the island.
Figure
Skills to practice
  • Finding Directions on the Treasure Map
III The Grid
Definition — Grid
On a map, a grid helps us find where things are.
Each square on the grid has a name made of a letter and a number.
  • The letter tells us the column. We read the letters along the top or the bottom of the grid (from left to right).
  • The number tells us the row. We read the numbers up the side of the grid (from bottom to top).
Example
Figure
The treasure is in square C4. We say C4 because the treasure is in column C and row 4.
Skills to practice
  • Finding Squares on a Grid and on a Map
IV Programming the Robot

The class robot sits on its squared mat, its nose towards the top. Noah says: “go to the right!” — the robot does not move. Sami says: “make a quarter turn to the right, then move forward 2” — the robot turns, then moves forward two squares towards the right.
Figure
Why did the robot not understand Noah?

The robot only knows three instructions: move forward a number of squares, make a quarter turn to the right, make a quarter turn to the left. “Go to the right” is not one of them. To send it to the right of the mat, Noah must say what the robot does: first turn, if needed, so that its nose looks that way — then move forward.


Definition — The Robot's Instructions
The robot obeys three instructions:
  • move forward \(2\) (\(3\), \(4\)…): it goes that many squares in the direction of its nose;
  • make a quarter turn to the right: it turns on its square, its nose now looks towards its right;
  • make a quarter turn to the left: the same, towards its left.
A program is a list of instructions, numbered, carried out in order. Turning never changes the square: only “move forward” does. This robot has no “move backward”: to go back, it turns.
Method — Following a Program
  1. Start: put your finger on the robot's square and look where its nose points.
  2. One instruction at a time: “move forward \(2\)” — count \(2\) squares in front of the nose and draw the path; “turn” — put yourself in the robot's place and turn its nose a quarter turn, without moving the finger.
  3. Tick each instruction once it is done, so as not to skip one.
  4. Arrival: circle the square where the finger stops.
Method — Writing a Program
  1. Draw the path on the grid, square by square, from the robot to the goal.
  2. Cut it into straight pieces: each straight piece is one “move forward” followed by the number of squares.
  3. Before the first piece: if the robot's nose is not looking along the first piece, first write the quarter turn (or the two) that brings it there.
  4. Between two pieces, a turn: put yourself in the robot's place — does its nose turn to its right or to its left? Write the matching quarter turn.
  5. Check: give your program to a classmate; following it, they must arrive exactly on the goal.
Example
The robot is in square A1, its nose towards the right. It gets this program:
  1. move forward 2
  2. make a quarter turn to the left
  3. move forward 2
  4. make a quarter turn to the right
  5. move forward 3
Figure
Draw its path and give its arrival square.

Figure
Forward 2: from A1 to C1, nose still to the right. Quarter turn left: the nose now points up. Forward 2: up to C3. Quarter turn right: looking up, its right is the right of the mat — the nose points right. Forward 3: to F3. The robot arrives in F3.

Skills to practice
  • Driving and Turning: the Car's Final Position
  • Following a Program
  • Writing a Program
V Going further
Skills to practice
  • Writing Squares on the Grid
  • Following a Program around an Obstacle
  • Solving Plan and Grid Problems
  • Solving Robot Problems
  • Quiz