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Creating media – Vector drawing Overview

In this unit, Year 5 pupils will build on their understanding of creating media, through learning how to draw vectors. 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 2 - Different loops

In this lesson, pupils look at different types of loops: infinite loops and count-controlled loops. They practice using these within Scratch and think about which might be more suitable for different purposes.

Learning objectives

  • To explain that in programming there are infinite loops and...

Lesson 6 - Databases in real life

The final lesson requires pupils to use a real-life database to ask questions and find answers in the context of a flight search based on set parameters. They take on the role of a travel agent and present their findings, showing how they arrived at their chosen options. Presentations may be given between groups of...

Lesson 5 - Comparing data visually

In this lesson, pupils consider what makes a useful chart, and how charts can be used to compare data. They create charts from their data in order to answer questions about it.

Learning objectives

  • To explain that computer programs can be used to compare data visually
  • I can select...

Lesson 1 - Using loops to create shapes

In the first lesson, pupils look at real-life examples of repetition, and identify which parts of instructions are repeated. Pupils then use Scratch, a block-based programming environment, to create shapes using count-controlled loops. They consider what the different values in each loop signify, then use existing...

Programming B - Repetition in games Overview

In this unit, Year 4 pupils will explore the ideas programming, through repetition in games. 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 six lessons is explained...

Relational Databases -Santa's Workshop

A resource aimed at the various GCSE Specifications for Computing. Activities are broken down into 14 stages and will require students to create a Relation Database...

Lesson 6 - Creating a program

In the final lesson, pupils will apply the skills that they have learnt in this unit to create a program containing a count-controlled loop. Over the course of the lesson, they will design wrapping paper using more than one shape, which they will create with a program that uses count-controlled loops. They will...

Lesson 5 - Breaking things down

In this lesson, pupils will focus on decomposition. They will break down everyday tasks into smaller parts and think about how code snippets can be broken down to make them easier to plan and work with. They will learn to create, name, and call procedures in Logo, which are code snippets that can be reused in their...

Lesson 4 - Using loops to create shapes

In this lesson, pupils will work with count-controlled loops in a range of contexts. First, they will think about a real-life example, then they will move on to using count-controlled loops in regular 2D shapes. They will trace code to predict which shapes will be drawn, and they will modify existing code by...

Lesson 3 - Patterns and repeats

In this lesson, pupils will first look at examples of patterns in everyday life. They will recognise where numbers, shapes, and symbols are repeated, and how many times repeats occur. They will create algorithms for drawing a square, using the same annotated diagram as in Lesson 2. They will use this algorithm to...

Lesson 2 - Programming letters

In this lesson, pupils will create algorithms (a precise set of ordered instructions, which can be turned into code) for their initials. They will then implement these algorithms by writing them in Logo commands to draw the letter. They will debug their code by finding and fixing any errors that they spot.

...

Lesson 1 - Programming a screen turtle

This lesson will introduce pupils to programming in Logo. Logo is a text-based programming language where pupils type commands that are then drawn on screen. Pupils will learn the basic Logo commands, and will use their knowledge of them to read and write code.

Learning objectives

  • To...

Programming A – Repetition in shapes Overview

In this unit, Year 4 pupils will explore the ideas programming, through programming patterns through repetition in shapes. Teach Computing have provided a detailed Unit Overview and Learning Graph which explain each theme and how they link...

Lesson 6 - Making an instrument

In this lesson, pupils will create a musical instrument in Scratch. They will apply the concept of design to help develop programs and use programming blocks — which they have been introduced to throughout the unit. They will learn that code can be copied from one sprite to another, and that projects should be...

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