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Primary Computing - Understanding Pattern Recognition - Scratch Project

Primary Computing - Understanding Pattern Recognition - Scratch Project

First, familiarise yourself with the terms Pattern Recognition and Decomposition, by watching Part 5 of “Delve in, for twelve min!” (Video linked above). Give the children the ‘Pattern Recognition’ scratch project. Children have to find different ways to reduce the amount of code that is repeated. I’ve included 3 different solutions; Broadcast (Not always the best solution, please see Part 6 of “Delve in, for twelve min!” on ‘concurrency and dependency’ ) Make a Block function (more advanced when you include number input) Using Make a block, selection and repetition (You can see how much smoother the code runs straight away) Please let me know how you get on! Cheers Phil Wickins
PhilWickins
GCSE ICT

GCSE ICT

The very best from gwhiting7 and his award winning GCSE ICT Resources, including: Workbook (usually £13.50) Individual worksheets on a range of topics (usually £2 each) Mind-maps (usually £4 each) Wordsearches/crosswords (usually £4 each) Fillable assessment forms (usually £3 each) Read my reviews - all top quality resources that can be used for KS3, 4 and 5.
gwhiting7
Algorithms lesson, PowerPoint and Worksheet- KS3 or KS2

Algorithms lesson, PowerPoint and Worksheet- KS3 or KS2

Algorithms lesson, PowerPoint and Worksheet- KS3 or KS2 . Simple, easy to understand and low cost. PowerPoint- Definition of an algorithm. Where algorithms came from. How they work. Flowchart introduction. Relationship to computer programs. Relationship to cookbooks. Worksheet- Tasks students to make an list of instructions to complete a simple task. Lots of possibilities for learning.
richdebtomdom
Kodu Games Design Bundle 2

Kodu Games Design Bundle 2

8 Lessons to teach specific game creation using the Kodu game development enviroment. all the lessons from Kodu bundle 1 plus NEW - Kodu the Dolphin - a remake of the popular 90s Ecco the dolphin. Other games include: Hungry Hippos Frogger/Crossy Road Fifa Pacman Pokemon Go Pong
mrfoxinthebox
Kodu the Dolphin - Kodu Game Creation (Ecco the Dolphin Remake)

Kodu the Dolphin - Kodu Game Creation (Ecco the Dolphin Remake)

Complete set of lesson resources to support the development of an underwater game. Themed behind the popular 90s classic Ecco the Dolphin. Guide Kodu around the underwater world avoiding the starfish and the octopus. Resource includes starter, main and plenary. A walkthough document, a koding helpsheet and a working version of the game.
mrfoxinthebox
Computing Skills Progression Y1-Y6

Computing Skills Progression Y1-Y6

Great for subject coordinators or to see progression in mixed year groups. Also good to plan lessons, especially if you have those who are less able. 7 word documents showing progression in: Programming Digital Exploration Communicate and Collaborate Multimedia Digital Media Music and Sound Data
orangedaisy86
KS3 Computational Thinking Project - Practical Problem Solving (Full Unit of Work)

KS3 Computational Thinking Project - Practical Problem Solving (Full Unit of Work)

**KS3 Computational Thinking Project - Practical Problem Solving (Full Unit of Work) ** This project is designed to either introduce computational thinking skills or to supplement and build on knowledge and skills already acquired. It is suggested that the student booklet is used in conjunction with the associated presentation through all of the lessons. The project has been designed so that is hands-on and practical. The suggested time frame from start to finish of the project is approximately 6-8 lessons, depending on what additional aspects the teacher wishes to introduce during the project. Students are asked to create a stationery holder using everyday objects. The problem has to be approached and solved using computational thinking skills. The project can be approached from a totally ‘unplugged’ pedagogy. No computers required! The resource consists of: a) A student booklet. This can be printed as an A4 or A5 booklet. b) A student booklet containing examplar responses. Also contains extension / homework tasks. c) A PowerPoint presentation for use in lessons to guide students and the teacher. Many of the slides have accompanying ‘speaker notes’ with ideas and suggestions for lessons.
conxxion
Scratch Projects - a listing of all my projects

Scratch Projects - a listing of all my projects

Lessons in this series so far (always more to follow): A FREE lesson explaining all about sprites, scripts, stages, etc… An introduction to Scratch A maze type project that adds multiple levels of complexity. Save the Penguin Students create a question and answer type quiz, adding a timer, scores and other enhancements. Design a Quiz Students create a game where they move a target with the mouse to shoot the ghosts. The time allowed and the speed and number of ghosts can be varied. Ghost Busting Students create a Music Player with layers of menus for different categories of music. Audio files can then be uploaded as the tracks for each category. Music Player Students create a simulation of a toy bear that responds to “touch pads”, speaks and talks. Interactive Toy Bear Students draw shapes and repeating patterns using the pen in Scratch. Drawing patterns and shapes Students create a space game with a scrolling backdrop (sprite) and alien spacecraft appearing from any edge attacking the base. Base Attack A game similar to Flappy Birds but moving an Octopus through a wall of hungry Sharks. Flappy Octopus Students must capture items in their journey through 2 worlds. Worlds Cost-effective Bundles: All NINE projects for the price of six Projects 1-3 Projects 4-6 Projects 7-9
bas0410
KS2 - Computing - Scratch - Racing Games

KS2 - Computing - Scratch - Racing Games

A unit of work using Scratch that teaches children to code a racing style game. covers a wide array of computer science and digital literacy areas of the KS2 curriculum so is suitable for years 3-5, possibly even 6 if more focus is paid to variables and use of other software and technology to contribute to the final program. Teaches navigation of Scratch software, adding and editing backgrounds and sprites. Coding conditionals and variables and using messages and other events to organise the game. Developed over six or seven weeks, with extra time at the end for completion and sharing of the work. Includes toolkits, images, sounds and examples of the coding in scratch files for every stage/lesson, an overall example that chn look at in each lesson and a broken example chn use to practice debugging code toward the end of the unit. Objectives covered includes: LO: To code sprites to move based on user input. LO: To use conditionals to cause sprites to react to backdrop. LO: To use conditionals to cause sprites to react other sprites. LO: To use conditionals to effect events. LO: To use a variable to effect events. LO: To debug code to make it work as intended. LO: To digitally share work and feedback with other users.
duncanjhmacdonald