Get Year 6 coding something festive with this visual, colourful, interactive Christmas computing PowerPoint. Pupils revisit the four building blocks of programs: sequence, repetition, selection and variables, using a catch-the-presents game with a score, a countdown timer and lives. Events, loops and if-else decisions are explained with clear examples, and a worked example shows how to trace a countdown by hand. In the first hands-on activity pupils trace three short programs and check answers with a partner, and a debugging slide teaches how to find and fix common bugs one at a time. A decomposition slide breaks the game into sprites, then pupils plan their own game with an algorithm or flowchart and build it in Scratch or on paper. Stretch tasks add levels and a high score. It works with or without computers, so it suits non-specialist teachers, Christmas week and cover lessons. Matched to the KS2 Computing programme of study. 17 slides, previewing Year 7. British spelling throughout.
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