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Makecode Arcade - Coding Guide #1 - Make your own "Catching Game"
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Makecode Arcade - Coding Guide #1 - Make your own "Catching Game"

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This is a complete guide for students to create their own “Catching” game using Makecode Arcade. Made to support a hands-on approach to coding, problem-solving, and creativity in game design. Students are encouraged to explore various key coding concepts as they gradually build their own working game. Each section focuses on small standalone game elements that can each be built and tested in a 30-60 minute lesson. By using the PRIMM method (Predict/Run/Investigate/Make/Modify) students will deepen their understanding, learn to use key coding vocabulary and apply concepts as they enhance their own games. This scaffolded process will reward them with, not only their own working game, but also a solid understanding of fundamental coding concepts and how to apply them in the process of game development. Includes: Introduction to using Makecode in schools Step by Step game making guide - with detailed images and explanations Video walk through of game making process on YouTube PRIMM - Resources for Predict/Run/Investigate/Make/Modify stages of study Keywords - Definition matching exercises, Word Searches and Crosswords to support the learning of new language Innovation review pages - for planning changes and improvements Asset Creation Guidance - How to use Makecode image editor and media tools Multiple Choice Review Quiz - Questions, presentation and answer sheets Flowcharts, Explanation and Project Planning resources Review pages for WWW / EBI (What went well / Even better if…) reflections. Skills Review Pre and Post reflection Support your students as they make their own Catching Arcade Game. PRIMM - teaching technique Predict - Run - Investigate - Make - Modify Throughout the series of lessons, students are encouraged to innovate and iterate on the game design, predict outcomes based on code snippets, run the program to verify predictions, and investigate the effects of code modifications. The project also highlights the importance of understanding game mechanics like sprite animations, player interactions, and scoring mechanisms. *Catching Game The players control a character in a world of falling objects. Various game elements like food, enemies, and power-ups are included to enhance the gaming experience. You’ll be expertly walked through the game creation process, including setting up sprites, game mechanics, countdown timers, and background music. Students are encouraged to experiment with the game design, predict outcomes, and make their own innovative modifications to understand the coding process better. *Coding Concepts Commands Sequencing Sprites X - Y coordinates Movement (Velocity X and Velocity Y) Countdown Events Overlap Conditional Rules Variables (Lives, Points, Time) High Score Game Over Scenarios
Science lesson on floating and sinking
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Science lesson on floating and sinking

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Captain Silver has a problem. He has to move his treasure but can only build his boat out of silver foil. How much treasure can he safely transport and what is the best design for his boat? Each student is given a set amount of aluminium foil and a short time to build a boar for Captain Silver. They are asked to predict how much it will hold and test their prediction. The class then reflect on the best designs and make some conclusions as to the best ideas for Captain Silvers challenge. You will need - Aluminium, Unifix cubes (or similar), a large tank of water/bath/sink.
More or Less (PowerPoint) activity for Early Maths (Beans/Plants  and Eggs/Chicks)
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More or Less (PowerPoint) activity for Early Maths (Beans/Plants and Eggs/Chicks)

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Slides have (1-10) Beans or Eggs on one side the children are asked to count them then predict how many Plants or Chicks will appear. They are then asked to decide if this is more or less. Slides get progressively harder mostly under 10 but some stretch the children to count to 20 near the end. Beans - 12 slides - Each slide reveals the seeds which did not grow after children count. Eggs - 13 slides This activity was designed for a Reception class who were learning about life cycles, growing beans and hatching chicks, in the spring term. (Easily adaptable to simplify or extend as needed for your students)
Animal Hangman game - SMART Notebook
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Animal Hangman game - SMART Notebook

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14 slides to be used as prompts for a spelling game. Children asked to guess letters. CT or students can then can write them where they think they go in the spaces provided. If the letter is incorrect then the CT draws one part of the drawing (head, body, arms. legs). Children need to spell word correctly before the CT draws the Hangman image. #Farm animals #Spelling #phonics #Handwriting
Animals - Design your own animal
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Animals - Design your own animal

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A4 & A3 activity for children to design and label their own animal. Prompt words given in boarder to help imagination. tusk, trunk, tail, foot, shell, beak, head, horn, ear, arm, fingers, nose, hands
Hidden numbers Power point for young Early Maths  - Foundation Stage, KS1
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Hidden numbers Power point for young Early Maths - Foundation Stage, KS1

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Slides 1-20 with the digits covered by four panels - each one dissolves when clicked on. Children can learn interactively with the IWB taking turns to remove panels and trying to guess what number/digits are hiding underneath. Slides can be reordered to make game reusable and allow for repeated independent learning. Skills Problem Solving, Number Sequencing, Counting, Teamwork, Predicting, Number recognition and group play.
Labelling the Body - Boy and Girl - Science
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Labelling the Body - Boy and Girl - Science

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Activity sheet with a drawn body in the centre. Labels for the upper, lower body and face provided. Students can cut and stick or link up with lines. Great to photocopy onto A3 to increase the image size. Individual, paired or group activity!
Beebot prompt and activity resource - directions, control algorithm, computational thinking
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Beebot prompt and activity resource - directions, control algorithm, computational thinking

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Two activity sheets with Bee bot image, control breakdown and challenge space for independent learning. 1 - Sheet with instructions for use and control of Bee bot and a series of developing challenges for children to try. 2 - Sheet with the instructions then space for students or teacher to record their algorithm (instructions) so they can share/compare/hand in their solutions to a variety of challenges set out by the teacher.
Number sequencing  1-20
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Number sequencing 1-20

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SWF file so open with Internet Explorer or other browsers. Numbers, ordering, sequencing, game for PC, rotation activity Children complete challenges in order, sequencing 6 numbers. 1-6 3-8 7-12 10-15 12-17 15-20 Children have a time limit and can progress through 6 simple stages to completion.
Scratch Jr. - Decoding Challenges - Differentiated Challenges
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Scratch Jr. - Decoding Challenges - Differentiated Challenges

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Scratch Jr. Assessment Activity Worksheets which challenge your students to decode simple Scratch Jr. Scripts by either drawing or writing what they think will happen. 18 scenarios in each set plus example answers and blank templates for students to design their own. Combine literacy learning and sequencing language with logic and reasoning to improve your students understanding of computer coding and give them chances to practice how to explain a sequence of events or commands. Differentiated for all abilities, covering Sequencing Logic Green Flag, finger tap and bump triggers Movement Speed control Loops and repeats Size effects Appearance - Hide and show Messages Sound Linear and Parallel progression
Scratch Jr - Command matching, Planners, Debugging Worksheets and Class Decorations
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Scratch Jr - Command matching, Planners, Debugging Worksheets and Class Decorations

7 Resources
Elevate your coding lessons with young learners using these great resources. Scratch Jr Classroom decorations (Banner, Bunting Scratch Jr - Cut out tiles and flashcards Scratch Jr - Matching games and worksheets Scratch Jr - Coding Sequence and Explanation Activities Scratch Jr Project Planning Sheets Scratch Jr Project Reflection Sheets Scratch Jr Debugging Challenges Bonus Activity Beebot prompt cards All resources at a 59% discount when bought together in this bundle!
Inside the machine - Identify and label the parts of digital devices - Computing Unplugged
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Inside the machine - Identify and label the parts of digital devices - Computing Unplugged

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New and Updated for 2024 Resources Added: Labeling activites for many modern devices including, Laptops, Desktops, iPads, iPhone, Smart Watches, Consoles (PS1, PS5 and Nintendo Switch), Controllers, VR Headset and Magic Mouse. Keyword activities for learning, discussion and recall Presentation to introduce main common components and what they do Crossword and Word Search review resources Write your own clue opportunities for Crossword Puzzles Students are invited to look at the parts of modern digital devices and identify and name the main components they find plus discuss the similarities and differences inside evolving technology design. **Components identified include ** Battery/Power supplies, Input devices (keyboard/Mouse/Pen), RAM, Storage (HDD/SSD), Motherboard (CPU/ GPU), Casing, Heat Sinks, Fans, Sensors, Ports, and more How to use these resources Each type of activity plays a crucial role in reinforcing understanding and retention of the keywords. Whole Class Learning Introduce each component and its function using the presentation provided. Encourage students to ask questions and relate the components to devices they use. Show-and-Tell: Use real-life components like a RAM card, hard drive, or a dismantled old computer or tablet. This hands-on view will help cement their understanding of where these components might be found and their physical appearance. Matching Games: Students match component names with their functions and pictures displayed on the board. This can be done using sticky notes or digital drag-and-drop tools if using interactive whiteboard software. Paired Work Flashcard Creation: Children create flashcards for each component to encourage discussion and deeper understanding. Role-Play and guessing games: Pairs of students can choose a component and prepare a short role-play that explains their component’s function. For example, one student could be the CPU and another could be the RAM, demonstrating how they interact within the device. Quiz Each Other/20 Questions: Students can quiz each other trying to guess/find out the correct component. Solo Recall Labeling Exercise: All students try to label the parts using the keywords they have learned. Crossword Puzzle: Create crosswords and the clues based on the functions of each component to help remember the terminology and functions. Short Answer Quiz: Conduct a short quiz where students write the function of each component. This can help teachers assess individual understanding and retention of the keywords. Make their own presentation about the 5 most important components in a digital device - ie - HDD, CPU, GPU, RAM and Sound Card.