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Lesson 5 - Looking good

This lesson develops pupils’ understanding of sequences by giving them the opportunity to combine motion and sounds in one sequence. They will also learn how to use costumes to change the appearance of a sprite, and backdrops to change the appearance of the stage. They will apply the skills in Activity 1 and 2 to...

Lesson 4 - Ordering commands

This lesson encourages pupils to explore sequences, and how they are implemented in a simple program. Pupils have the opportunity to experiment with sequences where order is and is not important. They will create their own sequences from given designs.

Learning objectives

  • To recognise...

Lesson 3 - Sequences

In this lesson, pupils will be introduced to the concept of sequences by joining blocks of code together. They will also learn how event blocks can be used to start a project in a variety of different ways. In doing this, they will apply principles of design to plan and create a project.

Learning...

Lesson 2 - Programming sprites

In this lesson, pupils will create movement for more than one sprite. In doing this, they will design and implement their code, and then will create code to replicate a given outcome. Finally, they will experiment with new motion blocks.

Learning objectives

  • To identify that commands have...

Lesson 1 - Introduction to Scratch

This lesson introduces pupils to a new programming environment: Scratch. Pupils will begin by comparing Scratch to other programming environments they may have experienced, before familiarising themselves with the basic layout of the screen.

Learning objectives

  • To explore a new...

Programming A – Sequence in music Overview

In this unit, Year 3 pupils will explore the ideas programming, through sequencing music. 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...

Lesson 6 - Making a project

In this lesson, pupils will design and create their own projects. Using a template (which can be blank or partially completed), pupils will complete projects to move a sprite around a maze, with the option to leave a pen trail showing where the sprite has moved. Ideally, projects will include setup blocks to...

Lesson 5 - Debugging movement

This lesson explores the process of debugging, specifically looking at how to identify and fix errors in a program. Pupils will review an existing project against a given design and identify bugs within it. They will then correct the errors, gaining independence as they do so. Pupils will also develop their...

Lesson 4 - Adding features

In this lesson, pupils will be given the opportunity to use additional Pen blocks. They will predict the functions of new blocks and experiment with them, before designing features to add to their own projects. Finally, they will add these features to their projects and test their effectiveness.

Learning...

Lesson 3 - Drawing lines

This lesson will introduce pupils to extension blocks in Scratch using the Pen extension. Pupils will use the pen down block to draw lines, building on the movement they created for their sprite in Lesson 2. Pupils will then decide how to set up their project every time it is run.

Learning objectives...

Lesson 2 - Maze movement

In this lesson, pupils will program a sprite to move in four directions: up, down, left, and right. They will begin by choosing a sprite and sizing it to fit in with a given background. Pupils will then create the code to move the sprite in one direction before duplicating and modifying it to move in all four...

Lesson 1 - Moving a sprite

In this lesson, pupils will investigate how characters can be moved using ‘events’. They will analyse and improve an existing project, and then apply what they have learned to their own projects. They will then extend their learning to control multiple sprites in the same project.

Learning objectives...

Programming B – Events and actions Overview

In this unit, Year 3 pupils will explore the ideas programming, through sequencing and exploring events and actions. 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 6 - Using IT in different ways

In this lesson, pupils will think about the choices that are made when using information technology, and the responsibility associated with those choices. They will use IT in different types of activities and explain that sometimes they will need to use IT in different ways.

Learning objectives

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Lesson 5 - Using IT safely

In this lesson, pupils will consider how they use different forms of information technology safely, in a range of different environments. They will list different uses of IT and talk about the different rules that might be associated with using them. Pupils will then say how rules can help keep them safe when using...

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