Full planning of 6 lessons around natioanl curriculum objectives for Year 1 based on coding with BeeBot devices.
Each lesson including Intents, Challenges and Success Criteria as well as lesson specific vocabulary
A 16 square mat for use with programmable toys such as bee-bots. Includes key vocabulary and images linked to forces, such as push, pull, magnetism and air resistance. Print on coloured paper, laminate and join the squares to make a mat.
For copyright reasons I am unable to use the actual Bee Bot character as a counter so I've used superheroes instead. It can be used two ways. Use the dice which has a forward arrow, 2 half turn, 2 quarter turns and a whole turn. Alternatively children take turns in directing each other to different places on the mat.
A scheme of work exploring the use of algorithms and programming with Reception children. This unit introduces the concept of programming and then builds upon skills, exploring creating algorithms, debugging and evaluating their work.
I made these activity cards to go with the shapes and colour splats(from Communication4all website) to use in lessons on controlling a Beebot. The card is useful for the children to work out which way to turn when using a real Beebot on the onscreen versions.
A sheet to encourage children to write the directions they used to move the Bee-Bot to the desired locations. Could be completed in words or using arrows and turn signals.
Lesson Aims:
-To use algorithms to code a program.
-To recognise what an algorithm is.
-To recognise what coding is.
An interactive and engaging lesson designed to cover the Yr1 objective for Coding A. Designed by teachers, we understand that it is not always possible to squeeze in 6 lessons per unit and have therefore created a lesson to support teachers in covering curriculum aims through activities that span 1-2 lessons, but with additional activities, so can also be extended to further sessions if the teacher wishes.
A shape mat for Bee Bots along with 30 A5 sized challenge cards. I’ve included mats that can be made on both A3 and A4 pages - there is a 3cm overlap on both edges to help with aligning. All comments welcome!
Unit of 4 lessons - EYFS Technology (Understanding the World)
Covers the 40-60 months, ELG and starts to cover ELG+ exceeding statements.
Lessons include colour coded differentiated questioning, TA role, key words and focus activities.
Lesson sequence:
1) Understanding the concept of coding
2) Coding the Beebots (Forwards / Backwards)
3) Coding the Beebots (Left / Right)
4) Selecting, opening and using a computer program (Paint)
40-60 months
• Completes a simple program on a computer.
• Uses ICT hardware to interact with age-appropriate computer software.
Early Learning Goal
Children recognise that a range of technology is used in places such as homes and schools. They select and use technology for particular purposes.
ELG+ exceeding
Children find out about and use a range of everyday technology. They select appropriate applications that support an identified need – for example in deciding how best to make a record of a special event in their lives, such as a journey on a steam train.
KS1 Computing - Coding BeeBots (6 lessons)
This resource has 6 weeks of brief planning for coding a BeeBot.
The learning objectives are as follows:
What is an algorithm?
Creating an algorithm using BeeBots.
Using BeeBots To navigate around a map of your locel area.
Create a single algorithm using Kodable.
Debug a simple algortithm using Kodeable.
Create a maze using algorithm in Kodeable.
Please leave a review if you are happy with this product; I would really appreciate it. If you have any questions or comments please email me on skyboundstudies@outlook.com
This pack includes 2x detailed lesson plans that will help you introduce programming concepts into your students. Each lesson is around 45 minutes and it encourages your students to work together.
I am using Bee-Bots to teach algorithms in Year 2. For each of the eight mazes in this resource, the children write an algorithm to help Buzz Aldrin return to the moon lander whilst avoiding the craters. The children then test their algorithm before debugging it accordingly. Each maze is on 2 A3 sheets of paper that should be sellotaped together to make and A2 maze. When printing, a notification will come up about printable area, please ignore this and print anyway as the maze is designed to fit a Bee-Bot on top of it.
This powerpoint was created by myself as an introduction to Beebots as part of a 4 lesson scheme for Year 1. Document included which has the lesson plans, plan of progression and an assessment criteria. I have used information from various wesbites to create this scheme. It has detailed lesson plans and explains the success criteria of the lesson.
The First powerpoint recaps; the instructions on a beebot, algorithms, group roles, synchronised beebots and dancing beebots.
Lesson 2 powerpoint was created by myself as part of a 4 lesson scheme for Year 1,- it recaps beebot instructions, algorithms, group roles, control iboard activity on TES.Children should use this powerpoint as a starter to drawing with their beebots on sugar paper.
Lesson 3 powerpoint was created by myself as an final lesson as part of a 4 lesson scheme for Year 1. This lesson involves recapping the beebot instructions, algorithms, group roles, shows beebot trying to follow a route on a map, allows children to have a go at directing the beebots. Task is for children to write an algorithm for the beebot to follow. Ends with the alligator algorithm chant (not my work).
Group roles work best if children work in groups of 3 and have stickers for each role throughout all lessons.
(None of the media in the Powerpoint is owned by myself)
Please comment :)
6 lessons including a Notebook, lesson plans and self-evaluation to teach Computing/ IT in Year 2. Unit: Coding.
Lesson 1 - understanding that some devices can be programmed (coded).
Lesson 2- understanding that programs and code can have numerical values.
Lesson 3 - predicting where the beebot will move.
Lesson 4 - writing a set of instructions to program a beebot (coding).
Lesson 5 - coding by using a computer program to create a set of instructions.
Lesson 6 - coding by using a computer program to create a set of instructions.
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