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### 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...

### Lesson 6 - Making an instrument

In this lesson, pupils will create a musical instrument in Scratch. They will apply the concept of design to help develop programs and use programming blocks — which they have been introduced to throughout the unit. They will learn that code can be copied from one sprite to another, and that projects should be...

### Lesson 5 - Looking good

This lesson develops pupils’ understanding of sequences by giving them the opportunity to combine motion and sounds in one sequence. They will also learn how to use costumes to change the appearance of a sprite, and backdrops to change the appearance of the stage. They will apply the skills in Activity 1 and 2 to...

### Lesson 4 - Ordering commands

This lesson encourages pupils to explore sequences, and how they are implemented in a simple program. Pupils have the opportunity to experiment with sequences where order is and is not important. They will create their own sequences from given designs.

Learning objectives

• To recognise...

### Lesson 3 - Sequences

In this lesson, pupils will be introduced to the concept of sequences by joining blocks of code together. They will also learn how event blocks can be used to start a project in a variety of different ways. In doing this, they will apply principles of design to plan and create a project.

Learning...