KS2 Programming and development
Children in Key Stage Two can develop their understanding of computing, using a range of resources to meet the new National Curriculum Objectives for Programming and Development, including: design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts. Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
Scratch Beginners
This unit of six lessons does not assume any prior programming knowledge and covers the following guidelines in the National Curriculum:
- Design - write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
- Use sequence - selection, and repetition in programs; work with variables and various forms of input and output.
- Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
It is suitable for students with no experience of programming.
Making music
This is one of a series of resources to support the use of the BBC micro:bit. This resource focusses on pupils designing, programming and using a programmable device that can be used as a musical instrument in a class performance.
In this activity pupils will design and create a programmable device that can be used to play a rhythm, harmony or melody part in a class music performance. They will analyse a design brief and design criteria before taking one of two routes through the activity; either designing and producing the programming themselves, or using pre-written programs that they can download straight onto their devices or edit as they go through.
Generating Art: Shape Calculator
This resource, intended for an extended workshop session, uses sequences of instructions for creating drawings as a basis for learning about algorithms. Following the activity (taken from the series CSUnplugged), an introductory look at Scratch explores the different parts of the program and would be suitable for novices. The activity plans can easily be adapted for delivery over a series of separate lessons.
Scratch Without Games
This resource consists of eleven worksheets explaining how to use some basic commands in the programming language Scratch. Each sheet explains how the appropriate blocks are set up in Scratch, an example of their use and a few exercises for use in the classroom.
The MagPi essentials: learn to code with Scratch
In this e-book, students can get started and are guided step-by-step through the process of creating all sorts of projects using Scratch including games, animations, quizzes, electronics circuits, and more. Although originally written for the Raspberry Pi all the projects can be ported to other platforms (except Chapters 7 and 8 which utilise the GPIO pins on the Raspberry Pi). At the end of the book there is a handy guide to all the blocks in Scratch 1.4.
The MagPi essentials: hacking and making in Minecraft
This e-book uses the version of Minecraft that comes pre-installed within the Raspbian operating system for the Raspberry Pi. As such a Raspberry Pi is required to use this e-book. Minecraft: Pi Edition comes with a powerful Application Programming Interface (API), which allows students to hack and make entire virtual worlds with a few simple lines of Python code. Python which is a text based language and as such would be better suited for Upper KS2 or for use within a computing club. In this book the students will learn how to do code differing scripts including controlling things in the real world using the Raspberry Pi’s GPIO pins, make their own mini games and learn to hack and make with Minecraft.
Investigating Inputs
This activity helps students to understand the components of computer systems, with a focus on input devices. It links this to their everyday experience, by comparing games controllers, keyboards, microphones and other everyday peripheral devices. The practical part of the activity involves creating programs in Scratch that accept user input via a keyboard, triggering some sort of output. They then go on to create code to handle events involving other input devices. They are then encouraged to share what they have learned through presentations and peer teaching. A range of sample Scratch programs are provided, using different inputs including Lego WeDo sensors, Picoboards, Makey Makey, microphones and so on.
Investigating Outputs
This activity helps students learn about computer systems and output devices. It relates these systems to those they encounter every day, from headphones to printers and washing machine motors. They understand that programs make these devices function, and attempt a programming activity using Scratch and Lego WeDo.
Kodu Game Selection Activity
This lengthier activity involves designing and creating a simple computer game using the free Microsoft Kodu platform. It is expected that the students will have some prior experience of Kodu, or that a basic tutorial is offered before commencing this activity. Worksheets are provided that help students through the game design process and that provide help for using the programming tools. The game can be extended by adding 'AI' characters.
Sonic Pi
Sonic Pi allows students to turn code into a powerful new kind of musical instrument with a focus on fast feedback and iterative learning. It enables students to code the kinds of music they’re typically used to listening to. Considerable care and attention has been placed to ensure that Sonic Pi allows educators to deliver all the core concepts in the UK’s new computing curriculum. It is an ideal follow-on language to Scratch due to its simple block-like, text-based syntactic structure.
Resources
- An introduction to coding Sonic Pi for teachers.
- A scheme of work which although written for key stage 3 computing could easily be used within a gifted and talented or computing/music club in upper key stage 2.
Introduction to Logo
This series of activities introduces Logo programming to beginners. There is no pre-requisite to know anything about programming at the start: students will learn enough at the first stage to write their own programs and then to proceed with more complex concepts including lops, variables and procedures.
SpriteBox
A logic puzzle game from the creators of Lightbot that combines the fun of ‘platformer’ games (like Minecraft and Super Mario Bros) with learning the basics of coding. SpriteBox covers basic algorithms, instruction sequencing, instructions with parameters, simple to complex loops, and debugging. The game comes as an online web version that requires Flash and as a downloadable app for both Android and Apple operating systems. Coding can be done via a block language similar to Scratch like interface or via Java script.
A teacher’s guide has been produced that explains the how the coding is accomplished within the app.
Printable Scratch blocks
Two different sets of printable Scratch blocks that could be used for display or for unplugged programming in key stage 2 classrooms as an introduction to programming.
Scratch interface poster guide
This one-page help sheet offers a comprehensive introductory guide to Scratch, great for teachers new to the platform, or those who are unfamiliar with some of its features.
Scratch art lesson - application of repeat function
Focusing on the programming skill of loops and repetition, this activity offers a chance for pupils to apply their understanding, linking both Scratch and art. With links to modelled examples, teachers could apply the PRIMM method to their lessons, through the pre-created Scratch projects.
VEX VR activities
These VEX VR activities offer challenge cards for students to use with the free VEX VR software. Each activity links to specific playgrounds and has three levels of challenge to explore, including helpful hints. Allow students to apply their knowledge of coding and programming, through these challenge-based application worksheets.
RAF Code Commanders - cosmic launch project
This activity is a space-themed coding project for learners, combining six to ten hours of STEM linked learning. These lessons use Scratch game creation to explore space and interplanetary missions.