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Lesson 1 - Using loops to create shapes

In the first lesson, pupils look at real-life examples of repetition, and identify which parts of instructions are repeated. Pupils then use Scratch, a block-based programming environment, to create shapes using count-controlled loops. They consider what the different values in each loop signify, then use existing...

Programming B - Repetition in games Overview

In this unit, Year 4 pupils will explore the ideas programming, through repetition in games. Teach Computing have provided a detailed Unit Overview and Learning Graph which explain each theme and how they link together across the unit of learning.

In the unit overview, each of the six lessons is explained...

Relational Databases -Santa's Workshop

A resource aimed at the various GCSE Specifications for Computing. Activities are broken down into 14 stages and will require students to create a Relation Database...

Lesson 6 - Creating a program

In the final lesson, pupils will apply the skills that they have learnt in this unit to create a program containing a count-controlled loop. Over the course of the lesson, they will design wrapping paper using more than one shape, which they will create with a program that uses count-controlled loops. They will...

Lesson 5 - Breaking things down

In this lesson, pupils will focus on decomposition. They will break down everyday tasks into smaller parts and think about how code snippets can be broken down to make them easier to plan and work with. They will learn to create, name, and call procedures in Logo, which are code snippets that can be reused in their...

Lesson 4 - Using loops to create shapes

In this lesson, pupils will work with count-controlled loops in a range of contexts. First, they will think about a real-life example, then they will move on to using count-controlled loops in regular 2D shapes. They will trace code to predict which shapes will be drawn, and they will modify existing code by...

Lesson 3 - Patterns and repeats

In this lesson, pupils will first look at examples of patterns in everyday life. They will recognise where numbers, shapes, and symbols are repeated, and how many times repeats occur. They will create algorithms for drawing a square, using the same annotated diagram as in Lesson 2. They will use this algorithm to...

Lesson 2 - Programming letters

In this lesson, pupils will create algorithms (a precise set of ordered instructions, which can be turned into code) for their initials. They will then implement these algorithms by writing them in Logo commands to draw the letter. They will debug their code by finding and fixing any errors that they spot.

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Lesson 1 - Programming a screen turtle

This lesson will introduce pupils to programming in Logo. Logo is a text-based programming language where pupils type commands that are then drawn on screen. Pupils will learn the basic Logo commands, and will use their knowledge of them to read and write code.

Learning objectives

  • To...

Programming A – Repetition in shapes Overview

In this unit, Year 4 pupils will explore the ideas programming, through programming patterns through repetition in shapes. Teach Computing have provided a detailed Unit Overview and Learning Graph which explain each theme and how they link...

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