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Session Two: Using Repeat with a Condition on a Simple Route

The second lesson using Blockly in upper primary within the Rapid router game-like environment. This activity introduces conditional repeat statements that loop until a condition is met. Videos are included that explain to children why conditionals are useful. Also included are worksheets, assessment forms, model...

Session Three: Using Simple Selection and Repetition

This Blockly lesson from the Rapid Router course examines selection using IF statements. Nesting IF statements within loops is also studied, and a video explains the importance of selection in programs.

An 'unplugged' activity reinforces understanding before the children code their solutions in Rapid Router...

Session Five: Extension Group Activity

This extension activity features in the upper-primary Blockly course, by the Rapid Router team at Code for Life. It explores the limits of generalised solutions, introducing children to the idea of algorithm testing and debugging. Children are asked to apply logical thinking to different problems, and analyse what...

Session Six:Traffic Lights

This activity, one in a series, uses traffic lights and control of vehicles to explore if-else, if, and wait commands, and to learn about variables.

A set of onscreen programming challenges are supported with teacher guides, worksheets, model solutions, assessment activities, wall displays and overview...

Session Seven: Applying their Programming Knowledge to Create a Game Challenge

In this activity, involving on-screen programming using Rapid Router, children will develop their understanding of programming principles by learning how to use repeat loops, if statements and respond to changes in variables in a visual programming language.

The activities focus on driving a delivery van...

Session Eight: Applying their Programming Knowledge to Play and Evaluate a Game Challenge

In this activity, children work in pairs to learn and set each other challenges using the Rapid Router software.

The challenges include the use of Loop, If and Repeat Until commands, asking children to consider how they can automate a process and create efficient code. The activities focus on driving a...

The Imp Computer

This unplugged activity from the CS4FN team uses two examples – an insulting computer and one that can play snap – to look at simple computer programming, flow of control and logic. Everything is provided for this front-of-class activity, which would act as an effective starter for a lesson on programming concepts...

Invisible Palming

This activity from the Computer Science for Fun (CS4FN) team at QMUL is an introduction to algorithms suitable for those in upper primary school. A ‘self-working’ magic trick is shown – this is a trick that works every time, as long as the process is followed exactly. No understanding of the trick is needed by the...

Locked in Syndrome

These paired activities, from Paul Curzon of the CS4FN team, offer an interesting slant on search algorithms and their relative efficiency.

Students are asked to consider sufferers of ‘locked-in syndrome’, a condition that leaves a healthy mind inside body that is, often, completely paralysed. If the...

Red Black Mind Meld

This magic trick from the Computer Science for Fun (CS4FN) team at QMUL is based on a ‘self-working trick’. It includes a set of instructions which, so long as the commands are followed, works every time. It is, therefore, an algorithm.

The trick involves playing cards – the actual value of the cards is not...

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