Key Stage 1 Algorithms and Programming The Aims By the end of this - - PowerPoint PPT Presentation
Key Stage 1 Algorithms and Programming The Aims By the end of this - - PowerPoint PPT Presentation
Key Stage 1 Algorithms and Programming The Aims By the end of this session, you will: Explore some activities to teach Algorithms Look at how to use Programmable Toys Know what Apps could support KS1 Become familiar
The Aims
By the end of this session, you will:
- Explore some activities to teach Algorithms
- Look at how to use Programmable Toys
- Know what Apps could support KS1
- Become familiar with Scratch
- Know about other programs which could help
support the Computing Curriculum at KS1
What do we need?
We need children to become digitally literate , to develop the knowledge, skills and understanding necessary to participate in todays modern society. This means we need to:
- have access to a range of digital technologies
- experience using devices in a variety of contexts
- embed Information Technology into other subjects
- give children access to a range of software, technologies
and online tools
Aims of Computing
The National Curriculum for Computing aims to ensure that all pupils:
- can understand and apply the fundamental principles and
concepts of computer science, including abstraction, logic, algorithms and data representation
- can analyse problems in computational terms, and have
repeated practical experience of writing computer programs in
- rder to solve such problems
- can evaluate and apply information technology, including new
- r unfamiliar technologies, analytically to solve problems
- are responsible, competent, confident and creative users of
information and communication technology.
Key Stage 1
Use technology purposefully to create,
- rganise, store, manipulate and retrieve
digital content
Information Technology
Key Stage 1
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
Computer Science
Key Stage 1
Recognise common uses of information technology beyond school Use technology safely and respectfully, keeping personal information private; identify where to go for help and support when they have concerns about content or contact on the internet or
- ther online technologies
Digital Literacy – E-Safety
Programmes of Study
3 Areas of Computing Information Technology Digital Literacy – E-Safety Computer Science
Over half of the curriculum now focuses on computer science:
- Computational Thinking - Algorithms
- Programming and Controlling
- Networks, The Internet
- Modelling, Creating & Designing
- Photographs, Art, Animations
- Data Handling
KS1 Computer Science
Computational Thinking
Building, Testing, Predicting Algorithms
Programming
Bee-Bots, Pro-Bots, Big Track, Light Bot, Robots
Programming and Controlling
Controlling Devices, Controlling Images on Internet Controlling Characters / Robots
Computational Thinking
Algorithms
An algorithm is the step by step instructions needed to achieve a specific outcome. It is a sequence of commands Everyday we use algorithms to complete tasks. Getting Dressed Algorithm Brushing Teeth Algorithm Making Tea Algorithm Making a jam sandwich Algorithm
Algorithms - Reception
- Display around the room pictures of everyday algorithms
alongside the word 'Algorithm‘ to sequence.
- Use a kitchen role play area to make cups of tea, sandwiches
for a teddy picnic (talk through separate steps)
- Blindfold a child robot for others to give instructions to walk
through a maze
- Use Bee Bots and Mats
- Computer Programs - Children to explain 'what happens
when' so they understand that the computer is following their instructions.
Algorithms
Algorithms Activity
How would you draw the algorithm for your partner to do the Hockey Cokey dance?
Algorithms Activities
The Human Crane - Phil Bagge
http://www.code-it.co.uk/ks1/crane/humancrane.html
Stacking Cups – Thinkersmith
http://csedweek.org/unplugged/thinkersmith
Algorithms - Building
X
X
Algorithms – Predicting and Testing
X
Algorithms – Predicting and Testing
Stacking Cups Activity
Stacking Cups Activity
Programming Toys
Build, Test and Debug their own algorithms to solve problems Predict outcomes of algorithms given to them
The Bee Bot
Plan and test algorithms to program a Bee-Bot
Key Words
Algorithm Sequence Forwards Backwards Right Turn Left Turn Commands Debugging
The Probot
Activities
Programming the Bee Bot and Probot
Using APP programs
Kodable Free 6-8 Daisy and Dinosaur Free 4+ Move the Turtle £1.99 4+ Scratch Junior Free KS1 Cargo-Bot Free 4+ Beebot Free 4+ A.L.E.X Free 4+ Cato’s Hike £2.99 4+ Scratch £0.69 4+ Blue Bot
Scratch Junior and Scratch Activities Controlling Characters
http://www.scratchjr.org/teach.html
Music Machine Racing Car
http://www.code-it.co.uk/csplanning.html
Symbol Sequence Repetition
Sequence
What shape have I programmed with my sequence of instructions? What will happen to my character in this sequence?
Repeat Loops (Repetition)
By Phil Bagge
Scratch Junior – ipads only
Solve It!
Next, create a sequence for a character and put it into full screen mode. Play the sequence Circle the commands needed for that algorithm
Solve It!
Scratch Programming
http://studio.code.org/
Activity
Frozen Angry Birds Beginner Courses A visual programming language that allows children to build computer programs by snapping statements together like Lego blocks using drag and drop
Create a Music Machine
Button 1 Button 2 Button 3
- 1. Draw Button 1
- 2. Import a sound
- 3. Write the algorithm
Create an etch a sketch game
Lightbot – Hour of Code
http://code.org/learn
2Code, 2Go, 2LOGO
Vocabulary
Repetition
Statements that perform a repeat (or loops) Forever, Repeat
Selection
Allows the program to make choices according to a condition: if … then…..else
Sequence
All of the ‘steps’ that are followed in order
Debugging
Find and fix mistakes in a program
Variables
Something your program might need that changes score … speed ……time
Programming in Pairs
“… a software development technique in which two programmers work together at one workstation. One, the driver, types in code while the other, the navigator, reviews each line of code as it is typed in. The two programmers switch roles frequently. The Driver Types the code Thinks completing task using observer as a guide The Navigator Thinks direction of outcomes Suggests improvements Looks for problems in the code
Example Overview
Website Support
Code It http://code-it.co.uk/csplanning.html
Computer at Schools http://www.computingatschool.org.uk Learn Code http://studio.code.org/ Scratch Junior http://www.scratchjr.org/