PROGRAMMING Programming – Giving a computer, precise instructions to carry out a specific task. Also known as coding (American) or sequencing instructions (ICT Programme of Study)

Below is a list of free software that can be used to explore programming and which year you could introduce it in. This is only a guide. As pupils move up the school, the problems they are asked to solve should be more difficult. Foundation Stage

Year 1

Year 2

Year 3

Year 4

Year 5

Year 6

Bee-bots J2E Infant Tool Kit Logo Scratch Small Basic Kodu

Bee-bots Activities:  go to a particular letter  go to letters to spell your name, in the correct order  go round the obstacles to find the treasure  go to a word for a fruit  find a number greater than 13  find a number which when added to 5 will give us 7  draw a treasure map for the bee-bot to travel across

J2E Infant Toolkit Turtle Activities:  go to the straw house and blow it down  can you blow down the other houses?  get to the oasis by avoiding the sand dunes and cactii  go to the red planet  go to every planet without going over the same square twice  go to every planet with by travelling the least number of squares

1

Logo Activities  Draw a square  Draw your initials  Draw a rectangle with the least number of steps  draw your initials (this is how robots are given instructions to engrave phones etc)  Use repeat to reduce the number of instructions you give  Draw a regular pentagon, hexagon, heptagon, octagon, nonagon, decagon etc. Notice the relationship between the number of sides and sum of the exterior angles  ‘teach’ the turtle a new word such as ‘square’ so you can use it again (procedures)  use these to draw patterns with your regular polygons  draw a house using procedures (plan what the shapes will be before you start) SmallBasic  repeat some of the activities from Logo to compare how to do loops and procedures  draw a boat (plan your shapes first) Scratch  use to draw shapes as above (note scratch cannot do procedures)  year 5/6: unit to design a virtual fish tank (given below)  year 6: unit to make a simple game which keeps scores eg shooting prime numbers Kodu  use to change an existing part of a game eg change the points you get for shooting fish, how many points should each fish give you if you want a maximum score of 25 etc  (note may not work on net books or low-spec computers. needs .net and XNA framework installed before it will work)

2

Suggested Unit Plan for year 5 ICT and Maths (possibly literacy) Learning Intentions:  To create a virtual fish tank to interest children in a dentist’s waiting room  To work collaboratively to produce the creatures to inhabit the fish tank  To comment on how well your fish tank meets the success criteria Success Criteria:  The fish tank is ... (what words can we use to describe a fish tank? how should it make us feel?) eg relaxing, interesting, colourful ... Sequence of activities:            

Choose one creature that you will create. This may be used by other pupils to populate their fish tanks Develop sprite (using trial and error) so it moves across the space – remember the success criteria Export sprite (with a meaningful name) to a location (on the network) that other pupils can see Develop background and import sprites from shared area into your fish tank Change sprites to fit in with your fish tank Share project by uploading to Scratch website (teacher may want to do this) (Teacher can get embed code from scratch website – this can then be used in a Fronter shared document so pupils can comment on each others’ fish tanks) Review one fish tank (on Fronter or by other means) using the success criteria Make improvements (and upload to scratch ….)

3

Primary Programming
Primary Programming

Ideas to strengthen programming in primary schools