This Unit of Work includes 10 lessons worth of Microbit programming skills and knowledge.
Each lesson has a PowerPoint presentation to go with it, with all other resources also included as Word documents. All resources including PowerPoints are numbered to make it easier to follow the unit, and there is also a teacher’s guide included. The Unit begins with an introduction to Microbits, and concludes with revision, end of unit test and DIRT reflection lesson.
Topics included are Variables, Selection, Iteration, and various programming challenges in the form of games that the students can create. It also includes the Microbit Board Game project that takes 2 lessons, which is also available from the Programmer’s Paradise shop on TES Resources.
A homework is also included, where the students can create a program using printed code blocks, cut and stick them onto the other half of the paper. This can be used after the first couple of lessons, or later if they are less familiar with the concepts.
Computational Thinking (learning to think in a logical/problem solving way) is the buzz word in the teaching of programming. By teaching students to predict the outcome of small pieces of code they naturally become better at building their own programs.
Although this homework uses Scratch program code, the code is simply a vehicle to ask the questions and the homework may be used with students who have never seen Scratch.
Permission has been granted by the Scratch team to uses images of Scratch code.
Have fun. My students loved these!
Previously downloaded 30,000 times on a few websites comments have included:
"Thanks, these look like really good examples and introduce code in a fun and engaging way."
"Very useful. I'll use for a Maths class as well."
"Great examples to understand code. Thank you for sharing it."
Included is an assessment for the end of a microbit programming unit. Topics included variables, selection, definite and indefinite iteration. The test also includes specific practical knowledge of programming using microbit blocks.
A series of 12 challenges for your classes, can be used for GCSE students or KS3 classes.
All are chosen as being applicable to beginner Python classes.
This bundle comprises the entire 6 week SOW for Algorithms and Flowcharts.
By purchasing this bundle, you will be saving 20%!
I would appreciate all feedback on my work with your purchase, so I can further build my shop.
Thank you.
In this high-quality 6-lesson complete scheme of work, pupils will be introduced to the programming language “Scratch 2”.
Moving sprites using the mouse and keyboard as well as moving automatically around the screen
Repeat and forever loops
If statements and If…else statements
Use sensing tools so sprites can interact with each other
Use questions and answers in programs
Create and use variables to store and manipulate values during the running of programs
Create their own sprites and backgrounds
Use costumes
Apply broadcast messages
This unit is ideal if the pupils have never used Scratch before or have had only very limited experience.
Suitable for KS3 Computing and ICT classes.
FREE BONUS PRODUCT INCLUDED
As a special thank you for purchasing this product I am pleased to be able to also include a surprise FREE bonus gift. This gift is one of my complete resources for which I usually charge full price but is yours absolutely free when you purchase this product. Just my little way of saying thank you to my valued customers. I hope you enjoy it and get use out of it, with my compliments.
This resource is designed to provide a complete solution for the delivery of BTEC Digital Information Technology - Component 3 (Learning Aim D: Forms of Notation).
The content covers 5 lessons:
Information Flow Diagrams
Data Flow Diagrams
Flowcharts
System diagrams
Tables and written information
All resources have been designed using retrieval practice and **dual coding **research.
This assessment is similar but more advanced than the introductory Scratch unit assessment in my shop, and includes questions on subroutines and variables as well as algorithms, sequencing, selection and iteration. This is aimed at students who have completed two units of Scratch.
Complete SOL + resources for “Programming Essentials in Scratch” unit of work.
Ideal for Y7/Y6 depending on skill level and prior knowledge.
Two part SOL:
Part 1: - Introduction to programming essentials
Lesson 1: Introduction to programming and sequencing
Lesson 2: Sequence and variables
Lesson 3: Selection
Lesson 4: Operators
Lesson 5: Count-controlled iteration
Lesson 6: Problem-solving
Part 2: - Applying the knowledge
Lesson 7: You’ve got the moves!
Lesson 8: Fly cat fly!
Lesson 9: Loop the loop!
Lesson 10: Treasure those lists!
Lesson 11: Translate this! (Part 1)
Lesson 12: Translate this! (Part 2)
Lesson by lesson breakdown including all PowerPoints and worksheets. fully editable for your use and customisation.
Assessment grid and key words list included.
A full set of lesson slides and student task sheets for introducing python programming to beginners.
This unit has lessons on:
Output
Input
Variables
Variables with operators
Count controlled iteration
End of Unit Assessment
The unit uses the PRIMM pedagogy - there are student tasks for each of the stages on every task sheet. All relevant tasks have links to starter code.
Introduce students to programming in Scratch with this all-digital unit of work designed to take full advantage of the Microsoft 365 platform, including OneNote, Teams and Forms whilst using the PRIMM pedagogy recommended by the NCCE.
Scratch (Part 1)
Lesson 1: Sprites and Movement
Lesson 2: Inputs and Variables
Lesson 3: Variables & Mathematical Operators
Lesson 4: Selection (IF)
Lesson 5: Logical Operators
Lesson 6: Assessment
Scratch (Part 2)
Lesson 1: Selection (ELSE)
Lesson 2: Iteration (Count-Controlled)
Lesson 3: Iteration (Condition-Controlled)
Lesson 4: Subroutines
Lesson 5: Mini Projects
Lesson 6: Assessment
These resources, last updated on 23rd October 2023, are designed to span one term at KS3 with twelve high-quality lessons, although has also been used successfully with students of all-ages that are new to the subject.
Included in this package:
• Twelve OneNote workbooks that include all learning materials, linked activities and spaces for students to answer questions and screenshot work.
• Multiple interactive programs/activities per lesson running in-browser – no additional software!
• Twelve teacher presentations to accompany each lesson with answers.
• Two knowledge organisers, summarising unit content.
• Two auto-graded assessments, containing a mixture of free-text and multiple-choice questions (complete with common misconceptions).
• Get insights on student performance via Microsoft Forms and identify gaps in knowledge.
How I use this resource: Create a ‘section’ in OneNote/Teams with the title of the unit via the Class Notebook, then distribute one page each lesson to the desired class – no printing required! Students complete the ‘Retrieval Grid’ in their notebooks on entry to embed key terms over time. The teacher delivers a retrieval activity to reinforce prior learning before introducing the new topic. Students then complete their work within the Class Notebook following the lesson structured using the PRIMM pedagogy. After each ‘Investigate’ section, review answers with the class and have them mark and correct any work using the ‘Draw’ tools and designated spaces. At the end of each unit, set the assessment via the ‘Assignments’ area in Team for optimum feedback.
For more of my resources, including learning to program in Python, please view my shop to access more content in this style.
Scratch Game Planner - A game planning document to help your students create a multi-level game in Scratch. #scratch #game #planner #programming #coding
Context: I used this with Year 7 and had them use the template to complete their game design before going near Scratch to start it. It offers focus, is a great way to get feedback to them and the template can be set as homework.
Use: The template itself is structured and can assist the teacher in delivering the scaffolding, support and guidance as well as the instructions for completion. On completion each pupil has an effective roadmap for their coding which helps to keep them focused and on track. The coding challenges they then overcome are tailored to their specific game idea. The teacher has a means to give feedback on the plan which helps the pupil to hone their ideas. Designed for Scratch - can be altered for other blockly languages.
Students will understand the term ‘programming’ whilst using Kodu.
Students will use Kodu to create a world and program Kodu to move.
Students will then design and create their own game whilst providing evidence.
Lesson One-Six Kodu
Lesson Seven Revision
Lesson Eight Assessment
Lesson Nine Feedback and Improvements
This unit has a lesson presentation for every lesson that includes a starter activity, main activity and plenary. Resources also include homework, worksheets, helpsheets and an overall assessment sheet that can be used for self, peer and teacher assessment. A full Scheme of Work is also provided.
This unit of work is suitable from Years 6-8 depending on ability.
A lovely display to put up in the computer lab for students to see Scratch 2.0 programming keywords associated with the alphabet.
Reference can be made to the keywords when teaching Scratch 2.0
This will liven up any computer room.
Let your students become familiar with Scratch Programming before they even use the software. Students are given a maze with symbols on them. They have to choose the correct Scratch blocks to guide the cat sprite to the end of the maze. Each maze gets progressively harder.
This pack contains 18 resources, with detailed and guided lessons to take children from beginner ScratchJr users to accomplished coders.
Each resource guides students through that basic building blocks of ScratchJr and reinforces this learning with end of lesson assignments.
The learning journey is fun, with lessons including animal races, trips into space and sports events.
A great, new quiz from Nichola Wilkin Ltd. As has become a bit of a tradition, my quizzes are used by thousands of schools every year to give pupils a fun final lesson before they break up for summer. This whole class quiz is ideally suited to keep your students engaged and settled for the final lesson of the summer term. Suitable for key stage 3 and GCSE classes.
The quiz includes computer science elements as well as other fun, summer related questions getting them into the summer holiday spirit.
Each round includes 5 questions and after each round the teams swap their answer sheets to mark them (all answers are provided within the presentation) allowing the quiz to easily be cut shorter if you need to.
The 9 rounds this year include:
Computer anagrams
Summer objects
Programming
Films
Computer hardware
Logic questions
Identify the character
Multiple choice computer science questions, and of course
Song lyrics
Have a fantastic summer!
You may also like these other great end of term activities I have produced:
End of Term Computer Science Murder Mystery Revision
End of year Computing Summer Quiz 2018
End of year Computing Summer Quiz 2017
End of year Computing Summer Quiz 2016