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KS1
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Programming and Computational
thinking KS1
– Purpose of study, computing programmes of study
“A high-quality computing education equips pupils to use computational
thinking and creativity to understand and change the world.”
– Purpose of study, computing programmes of study
“The core of computing is computer science, in which pupils are taught the
principles of information and computation, how digital systems work, and how to put
this knowledge to use through programming.”
Programming and Computational thinking key stage 1
Subject content for KS1
Pupils should be taught to:
• understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions
• create and debug simple programs
• use logical reasoning to predict the behaviour of simple programs
Algorithms
“understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions” - Subject content KS1
An algorithm is a sequence of precise and unambiguous instructions that are followed in order to achieve a specific outcome.
Activity #1 Program a partner
One child ‘programs’ another child (who could be blindfolded) to safely navigate an obstacle course. This encourages the children to use precise, unambiguous instructions.
Debugging
“create and debug simple programs” - Subject content KS1
Debugging is the process of finding and correcting errors in a computer program.
Logical reasoning
“use logical reasoning to predict the behaviour of simple programs” - Subject content KS1
“Logical reasoning: a systematic approach to solving problems or deducing information using a set of universally applicable and totally reliable rules.”
Activity #2 A Simple Program
Program Roamer to draw a T shape. Plan the sequence of instructions first using your cards. When you’re happy with your instructions, try them out on Roamer.
If it isn’t right first time, debug your program by using logical reasoning.
Extension: Can you program Roamer to draw an N?
Activity #3 Which program?
Which of the 3 programs will produce the picture shown here?
Activity #4 Hungry Monkey 1
http://scratch.mit.edu/projects/33564900/#editor
Can you make the monkey sprite move left and right when the left and right arrow keys are pressed?
Activity #5 Hungry Monkey 2
http://scratch.mit.edu/projects/33566056/#editor
Can you make the monkey jump to catch the bananas?
Variables
“work with variables” - Subject content KS2
Variables are containers for data. They enable us to store, retrieve or change data. A variable could be used in a game to keep track of a user’s score or to remember a player’s name.
Activity #6 Hungry Monkey 3
http://scratch.mit.edu/projects/23390032/
Can you make the score board work to keep track of the number of bananas monkey has caught?