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Computing systems and networks – IT around us Overview

In this unit, Year 2 pupils will explore the ideas around IT in our world, along with how to use it safely. 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...

Lesson 6 - Evaluating

During this lesson, pupils will compare their projects to their designs. They will think about how they could improve their designs by adding additional features. They will modify their designs and implement the changes on their devices. Pupils will find and correct errors in programs (debug) and discuss whether...

Lesson 5 - Designing and creating a program

During this lesson, pupils will create their own quiz question designs including their own choices of question, artwork, and algorithms. They will increase the number of blocks used within their sequences to create more complex programs.

Learning objectives

  • To create a program using my...

Lesson 4 - Changing a design

During this lesson, pupils will look at an existing quiz design and think about how this can be realised within the ScratchJr app. They will choose backgrounds and characters for their own quiz projects. Pupils will modify a given design sheet and create their own quiz questions in ScratchJr.

Learning...

Lesson 3 - Using a design

During this lesson, pupils will be taught how to use the Start on tap and Go to page (Change background) blocks. They will use a predefined design to create an animation based on the seasons. Pupils will then be introduced to the task for the next lesson. They will predict what a given algorithm might mean.

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Lesson 2 - Outcomes

During this lesson, pupils will discover that a sequence of commands has an ‘outcome’. They will predict the outcomes of real-life scenarios and a range of small programs in ScratchJr. Pupils will then match programs that produce the same outcome when run, and use a set of blocks to create programs that produce...

Lesson 1 - ScratchJr recap

During this lesson, pupils will recap what they know already about the ScratchJr app. They will begin to identify the start of sequences in real-world scenarios, and learn that sequences need to be started in ScratchJr. Pupils will create programs and run them in full-screen mode using the Green flag.

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Programming B – An introduction to quizzes Overview

In this unit, Year 2 pupils will explore the ideas around Programming, through using ScratchJr to program quizzes. 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...

Lesson 6 - Debugging

In this lesson, pupils will take on a larger programming task. They will break the task into chunks and create algorithms for each chunk. This process is known as ‘decomposition’ and is covered further in key stage 2. Pupils will also find and fix errors in their algorithms and programs. This is known as ‘debugging...

Lesson 5 - Algorithm design

In this lesson, pupils will design algorithms to move their robot around the mats that they designed in Lesson 4. As part of the design process, pupils will outline what their task is by identifying the starting and finishing points of a route. This outlining will ensure that pupils clearly understand what they...

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