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Lesson 2 - Go with the flow

In this lesson, pupils will explore how if, then, else statements are used to direct the flow of a program. They will initially relate if, then, else statements to real-world situations, before creating programs in MakeCode. They will apply their knowledge of if, then, else statements to create a program that...

Lesson 1 - The micro:bit

In this lesson, pupils will be introduced to the micro:bit as an input, process, output device that can be programmed. Pupils will familiarise themselves with the device itself and the programming environment, before creating their own programs. They will then flash their programs to the device.

Learning...

Programming B – Sensing Overview

In this unit, Year 6 pupils will build on their understanding of programming, through applying their learning from all key stage 2 programming units. Teach Computing have provided a detailed Unit Overview and Learning Graph which explain each...

Lesson 6 - Improving and sharing

This lesson gives pupils the opportunity to build on the project that they created in Lesson 5. As the lesson develops, the scaffolding is gradually removed, so that the last main activity is without constraints. Finally, pupils will evaluate each other’s projects, identifying features that they like, and features...

Lesson 5 - Design to code

In this lesson, pupils will implement the algorithms that they created in Lesson 4 as code. In doing this, they will identify variables in an unfamiliar project and learn the importance of naming variables. They will also have the opportunity to add another variable to enhance their project.

Learning...

Lesson 4 - Designing a game

This lesson focuses on the design elements of programming. For the majority of the tasks, pupils will be working at the algorithmic level of abstraction. Pupils will first design the sprites and backgrounds for their project, then they will design their algorithms to create their program flow.

Learning...

Lesson 3 - Improving a game

In this lesson, pupils will apply the concept of variables to enhance an existing game in Scratch. They will predict the outcome of changing the same change score block in different parts of a program, then they will test their predictions in Scratch. They will also experiment with using different values in...

Lesson 2 - Variables in programming

In this lesson, pupils will understand that variables are used in programs, and that they can hold a single value at a time. Pupils will complete an unplugged task that will demonstrate the process of changing variables. Next, they will explore why it is important to name variables, then they will apply their...

Lesson 1 - Introducing variables

In this lesson, pupils will be introduced to variables. Pupils will see examples of real-world variables (score and time in a football match), then they will explore them in a Scratch project. Pupils will then design and make their own project including variables. Finally, pupils will identify that variables are...

Programming A – Variables in games Overview

In this unit, Year 6 pupils will build on their understanding of programming, learning about variables. Teach Computing have provided a detailed Unit Overview and Learning Graph which explain each theme and how they link together across the unit...

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