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Lesson 2 - Licensing Appropriate Images

In this lesson, students will build on the document that they formatted last lesson and will add appropriate images to it, applying relevant formatting techniques.  Students will look at a selection of images and discuss which image they think would be appropriate for the given scenarios.  Next, students will be...

Using Media – Gaining Support for A Cause Overview

This resource provides a unit overview for the Year 7 ‘Using media - Gaining support for a cause' unit of work. It gives a clear overview of objectives to be covered within each session and a learning graph to show the range of skills being...

Lesson 1 - Features Of A Work Processor

Students will start with an activity to help them understand that each software application has a different purpose: they will play a game of ‘Guess Who’, in which they will have to pick the most appropriate software.

Next, students will use word processing software to explore a range of formatting tools,...

Lesson 12 - Translate This! - Part 2

Students are given a scenario to create a translation quiz for a Modern Foreign Languages teacher. The students will decompose the problem and start to build a Scratch program to meet the requirements. This is a pair programming project that takes place over two lessons; pairs will develop their programs to...

Lesson 11 - Translate This! - Part 1

Students are given a scenario to create a translation quiz for a Modern Foreign Languages teacher. The students will decompose the problem and start to build a Scratch program to meet the requirements. This is a pair programming project that takes place over two lessons; pairs will develop their programs to...

Lesson 10 - Treasure Those Lists!

Students are introduced to lists during this lesson. There is initially an educator-led demonstration on a simple shopping list application created in Scratch. Students then dig deeper into lists by navigating through a treasure hunt game. The object of the game is to collect and swap the right items in order to...

Lesson 9 - Loop De Loop

Students should have a grasp of each type of iteration available to them in Scratch. This lesson focuses on when each type of iteration should be used. It will give students the evaluative skills to implement iteration in their own programs as they start to develop them. 

This lesson is the third in a six...

Lesson 8 - Fly Cat, Fly!

Students are introduced to the concept of condition-controlled loops by using the PRIMM approach with a Scratch game called ‘Fly cat, fly!’. They will predict, run, investigate, and modify code in order to build confidence with using condition-controlled loops. 

This lesson is the second in a six session...

Lesson 7 - You've Got The Moves

This lesson is designed to formalise the use of subroutines, a technique that has been introduced gently over the previous unit. Students will create a dance battle game by decomposing dance moves and creating subroutines for each move. 

This lesson is the first in a six session teaching unit provided by the...

Programming Essentials In Scratch - Part 2 Overview

This resource provides a unit overview for the Year 7 'Programming Essentials In Scratch - Part 2' unit of work. It gives a clear overview of objectives to be covered within each session and a learning graph to show the range of skills being developed through this computing unit.

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