AROUND THE SIERPINSKI TRIANGLE. THE CHAOS GAME AND THE SCRATCH PROGRAMMING
https://doi.org/10.32517/2221-1993-2020-19-4-20-26
Abstract
The article discusses the experience of studying Sierpinski geometric fractals in circle classes in mathematics and informatics with students of grades 4–6. A versatile approach to the construction of fractal objects is used: a method of cutting out of paper, Chaos Game on transparent films and implementing the studied algorithm in the Scratch programming language. At the same time, some issues related to the occurrence of random events are discussed with the children. After the fractal is obtained on a computer, the research phase of the constructed model follows. In the computer Chaos Game: (1) a small rotation by a specified number of degrees is sequentially added before setting the next point; (2) a turn in front of individual fractal vertices; (3) compression of a fractal to individual vertices. Conclusions are drawn about the self-similarity of the resulting objects. The proposed method allows us to study some properties of fractal sets, by involving visualization, intuition and computer modeling.
Keywords
About the Authors
L. V. DenisovaRussian Federation
V. O. Dzhenzher
Russian Federation
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Review
For citations:
Denisova L.V., Dzhenzher V.O. AROUND THE SIERPINSKI TRIANGLE. THE CHAOS GAME AND THE SCRATCH PROGRAMMING. Informatics in school. 2020;(4):20-26. (In Russ.) https://doi.org/10.32517/2221-1993-2020-19-4-20-26