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Lesson 4 - Starting with selection

In this lesson, pupils develop their understanding of how the flow of actions in algorithms and programs can be controlled by conditions. They are introduced to selection, and learn to represent conditions and actions using the If… Then… structure. They apply their understanding by using selection in an algorithm...

Lesson 3 - Controlling with conditions

In this lesson, pupils are introduced to conditions and how they can be used in algorithms and programs to control their flow. They identify conditions in statements, stating if they are true or false, and learn how they can be used to start and stop a set of actions. Pupils are introduced to a Crumble switch and...

Lesson 2 - Combining output components

In this lesson, pupils develop their knowledge of a Crumble controller further by connecting additional devices (another sparkle and a motor) to the controller and construct programs to control more than one of these. They design sequences of actions for these output devices to carry out. Then apply their...

Lesson 6 - Creating our games

In this lesson, pupils build their games, using the designs they created in lesson 5. They follow their algorithms, fix mistakes and refine designs in their work as they build. They evaluate their work once it is completed, and showcase games at the end.

Learning objectives

  • To create a...

Lesson 1 - Connecting Crumbles

In this lesson, pupils will become familiar with the Crumble controller, some of its associated components and the programming environment used to control it. They will explore how the items connect together to create a complete circuit and how to construct programs that turn a LED on and off and set its colour....

Programming A - Selection in physical computing Overview

In this unit, Year 5 pupils will build on their understanding of programming, through selection in physical computing. Teach Computing have provided a detailed Unit Overview and Learning Graph which explain each theme and how they link together across the unit of learning.

In the unit overview, each of the...

Lesson 5 - Designing a game

In this lesson, pupils look at a model project using repetition. They then design their own game based on the model project, producing a design and algorithm for sprites in the game. They share these designs with a partner and have time to make any changes to their design as required.

Learning objectives...

Lesson 6 - Create a vector drawing

In this final lesson, pupils use the skills they have gained in this unit to create a vector drawing for a specific purpose. They reflect on the skills they have used to create the vector drawing and think about why they used the skills they did. Pupils then begin to compare vector drawings to freehand paint...

Lesson 5 - Manipulating objects

In this lesson, pupils find out how to select and duplicate multiple objects at a single time. They develop this skill further by learning how to group multiple objects to make them easier to work with. Pupils then use this knowledge to group and ungroup objects, in order to make changes to and develop their vector...

Lesson 4 - Layers and objects

In this lesson, pupils gain an understanding of layers and how they are used in vector drawings. They discover that each object is built on a new layer and that these layers can be moved forwards and backwards to create effective vector drawings.

Learning objectives

  • To recognise that...

Lesson 3 - Making effective drawings

In this lesson, pupils begin to increase the complexity of their vector drawings and use the zoom tool to add detail to their work. They are shown how grids and resize handles can improve the consistency of their drawings. 

Learning objectives

  • To use tools to achieve a desired effect...

Lesson 4 - Modifying a game

In this lesson, pupils look at an existing game and match parts of the game with the design. They make changes to a sprite in the existing game to match the design. They then look at a completed design, and implement the remaining changes in the Scratch game. They add a sprite, and re-use and modify code blocks...

Lesson 2 - Creating images

In this lesson, pupils begin to identify the shapes that are used to make vector drawings. They are able to explain that each element of a vector drawing is called an object. Pupils create their own vector drawing by moving, resizing, rotating, and changing the colours of a selection of objects. They also learn how...

Lesson 1 - The drawing tools

In this first lesson, pupils are introduced to vector drawings and begin to understand that they are made up of simple shapes and lines. They use the main drawing tools within the Google Drawings application to create their own vector drawings. Pupils will discuss how vector drawings differ from paper-based...

Lesson 3 - Animate your name

In this lesson, pupils create designs for an animation of the letters in their names. The animation uses repetition to change the costume (appearance) of the sprite. The letter sprites will all animate together when the event block (green flag) is clicked. When they have designed their animations, the pupils will...

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