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Lightbot - Hour Of Code - Algorithm - 3 week unit and worksheets.

Lightbot - Hour Of Code - Algorithm - 3 week unit and worksheets.

Included in this pack there is. - Lesson plans for teachers including solutions to all Lightbot Hour of code lessons and links to website and other useful videos. - 3 presentations for use within the classroom. - Worksheets for use for end of two lessons. Lightbot is a brilliant resource for use with year 4 and beyond with a puzzle style game play to help children learn about algorithms, loops and procedures within code. This is for use in partnership with hour of code Lightbot by CODE.org.
winstateach
Scratch Hour of Code Vocabulary Jeopardy Game

Scratch Hour of Code Vocabulary Jeopardy Game

This fun and engaging Jeopardy Style Game is the perfect way to bond with your class all year long and learn scratch. I typically put the class into small groups and ask a member of the group to choose a color and number. That is the question that they have to answer. If correct they get one point. Then I move to the next group. Alternatively the whole class answers and then we tally up the points to get a winner. I run it on an interactive whiteboard but would be equally successful on a projector, computer or TV screen. Alternatively it could be run for an individual student on their own device. When you start the game press the shuffle button to randomize the questions ensuring that no game is ever the same. This means that this Jeopardy game came be used multiple times with the one class as it is different every time. Once you have unzipped the file you will find a PowerPoint Macro Show. To run the game double click the file and make sure you say "yes" to running macros. If you do not the questions will not shuffle correctly. I have tested on a PC but it should work on other devices. If this is your first time with Macros let me know by personal message and I am happy to answer all your questions. Enjoy
Kiwilander
What is a computer program - intro to algorithms and the python IDE

What is a computer program - intro to algorithms and the python IDE

The following is an unplugged lesson which leads smoothly into an introduction to Python suitable for ages 7-15. It introduces the basic concept of algorithms, flowcharts and how computers follow instructions. Print jobs.doc on A3 and spread around the room (the bigger the room the better) along with pens and 2 pieces of plane A3 per work station. Slide 1 of PP on display. Class instructions - to look at career choices and form groups of no more than 4 at the career of choice. Then in teams write down/draw/ mindmap what they think a computer program is. Once instructed and attention drawn to question on screen then slide 2 put up and kids work. answers & discuss then slide 3 what is an algorithm? - discuss slide 4 - is that an algorithm - point to screen(yes) slide 5 - is that an algorithm - point to screen(yes) slide 6 - is that an algorithm - point to screen(yes) slide 7 - is that an algorithm - point to screen (no) Slide 8 - get them to follow instructions using the word 'algorithm' a lot Slide 9 - etc Return to classroom or computers and introduce python IDE - editor/ interpreter (you know do some sums in the shell - yeah great but do you think all programs have one line? Will it work if you have a program with more than one line? etc. then basic print and input statement intro to variables. The what-is-a-computer-program.doc to be used a plenary.
glamournerd
How do you teach coding?

How do you teach coding?

How do you teach coding? Who is this for? For primary teachers who teach programming - for both non-specialist and specialist computing teachers. What is it? This is a 15-minute research questionnaire by researchers at Queen Mary University of London. Why might you do this? Just doing the questionnaire, will help you think about your own planning and how you teach coding. If you are interested in taking part in the research to improve how we teach programming, pop your email at the end of the survey. Please help us find out more about how we teach programming so we can improve what how we teach our primary pupils how to code! Here is the research questionnaire. https://goo.gl/forms/4nWlR1kQ2r8mnFud2
jlisaw8
Scratch Pacman series of 6 lessons ( game examples, help sheets, starters, homework, tick lists)

Scratch Pacman series of 6 lessons ( game examples, help sheets, starters, homework, tick lists)

This folder contains 6 full lessons, showing in stages how to build a Pacman game (or similar) in Scratch, with examples and help sheets. It also allows students the ability to go further with higher extension task sheets. I have placed some starter activity sheets, Lesson objectives and a programming homework book also. Save any teacher teaching this unit a lot of time in preparing a whole unit from scratch (excuse the pun!). Lesson 1:- Creating Sprites, Costumes and Stage Lessson2:- Adding script to Pacman to move and change costume (open and close mouth) Lesson 3:- Adding script to move other sprites in the game (ghost) Lesson 4:- Adding variables (Counter, eating the dots) Lesson 5:- Creating the game over sprite/script Lesson 6:- Extra lives + other elements (bouncing off the walls, moving Pacman along a path) Note worksheets and game examples can be uploaded to web version of Scratch, but scripts may alter in colour slightly as web version is slightly different than desktop. best for version 1.3.1 Scratch and above
lyonkind09
Scratch Hour of code WordSearch Wordfind with Glossary

Scratch Hour of code WordSearch Wordfind with Glossary

This Scratch word-search is great for starting your class off with scratch or for early finishers. I have included a handy glossary of words for the students in case it is their first time and they are unsure what the words mean. Also take a look at my scratch poster A3 Scratch Poster Enjoy
Kiwilander
Scratch 2.0 6 Lessons

Scratch 2.0 6 Lessons

Scratch 2.0 6 Lessons All the resources you need to run scratch in your class. All six lessons have lesson plans, as well as the documents for the students to follow at their own pace.
wsparrow
Scratch 2.0 Lesson 6 – co-ordinates, subroutines, variables and user input

Scratch 2.0 Lesson 6 – co-ordinates, subroutines, variables and user input

Scratch 2.0 Lesson 6 – co-ordinates, subroutines, variables and user input This is a 12 page booklet for the students to follow to create a game. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Learning Objectives You will understand how to: • Delete a sprite and import a new sprite • Draw using the pen feature of Scratch • Use the pen up and pen down feature • Change the colour of the pen • Set the position of the sprite using co-ordinates • Make a sprite appear and disappear using show and hide • Add variables to your program to change the direction of movement • Use the broadcast feature in Scratch to create subroutines • Use subroutines to make the program more efficient and easier to edit • Enable user input to set the number of sides of each shape
wsparrow
Scratch 2.0  Lesson 5 Creating Graphics

Scratch 2.0 Lesson 5 Creating Graphics

Using Scratch 2.0 Lesson 5 Creating Graphics This is a 12 page booklet for the students to follow to create and use graphics. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Lesson 5 Creating Graphics Learning Objectives You will understand how to: • Delete a sprite and import a new sprite • Draw using the pen feature of scratch • Use the pen up and pen down feature • Change the colour of the pen • Set the position of the sprite using co-ordinates • Make a sprite appear and disappear using show and hide • Use the repeat function in Scratch • Use the broadcast feature in Scratch • Create simple subroutines You will understand about: • The use of co-ordinates • The advantages of using subroutines (efficiency and flexibility)
wsparrow