KS2 Programming and development
Programming and development: 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.
Links and Resources
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.
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.
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.
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.
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.
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.
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.
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.
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.