Programming In Key Stage 2 (Directed Reading) Programming opens up many more possibilities by turning their simple graphics, animations, stories, music and sounds into dynamic and responsive creations that ‘do something’ From Key Stage One onwards children are expected to learn how to understand and write computer programs. They need to understand basic concepts such as that an algorithm is a sequence of instructions. The power and simplicity of Scratch programming enables you to teach computing concepts and techniques whilst staying true to the ethos of purposeful activity that is the hallmark of good teaching. In order to use computing creatively children need to have direct experience of manipulating code. Key concepts of Scratch Scratch component Sprite What it does An individual character or object. Script A short program which instructs sprites to do things. Blocks stack together to make a program. Command Block Stage The area where you place sprites and test programs. Backdrop The stage has backdrops that can also be programmed. Sprites can have several poses called costumes. Costume Useful to know You can draw your own, select from a library or import from the web. Scripts can be attached to backgrounds as well as sprites. You can move, nest, separate, delete and duplicate blocks. Click to test out a block or stack. The stage is a grid and you can specify sprites’ coordinates on the stage. You can draw your own, import or select from a library. Changing costumes lets you animate sprites. The reading highlights a series of lesson plans, which could be adapted and applied within my own teaching. Key Computational Terms Term What it means Examples Algorithm Combining instructions into a sequence to achieve a goal. Algorithms may be decomposed into smaller parts or procedures to make them easier to understand. Write a recipe. Instruct a remote control toy to navigate a maze. Animate a sprite to draw a square. Loop Conditional selection Repeating a sequence. Types of loops include ‘until’, ‘while’, or ‘forever’ loops that run until something changes as a condition is met. Conditional statements execute code depending on what happens to other objects based on conditions such as ‘if this..then that’ or ‘if..else’. An electrical circuit. A dancing sprite. A room thermostat responding to temperature changes. If the answer is correct say ‘well done’ else say ‘try again’. Collision detection in a game: If ‘touching black’ then ‘hide’. Making a football move across a field is just like making a bird fly. Detecting whether an arrow hit a target is the same as detecting if a player caught a ball. Pattern recognition Repeats in designs or similar qualities that are shared by a number of different items. We can implement a pattern again in a different context. Abstraction Removing unnecessary detail so you can concentrate on the bigger picture by putting together collections of smaller parts. The London Underground map. A school timetable. Using pen blocks with repeated functions to create complex patterns using simple polygons. Variables Things that can change while a program is running. Games make variables more concrete as they control the state of a sprite, e.g. ‘score’, ‘number of questions’, ‘speed’, ‘lives’. Initialisation Setting variables to their starting values. Set the score to 0 at the beginning of a game. Establish a starting position for a sprite. Event Handling One event causing another to happen. Responding to someone talking during a conversation. In Scratch broadcast ‘The game has begun’ and display sprites. Use the ‘broadcast’ and ‘when I receive’ block pair to coordinate sprites’ actions. Parallelism Making events happen at the same time, as opposed to sequential programming in which events execute consecutively. Act out a series of instructions highlighting things happening at the same time e.g. walking and talking. A single sprite can do multiple things at once and multiple sprites can also perform actions simultaneously. The chance to make music videos, animated stories, adventure games and quizzes adds a new dimension by turning ‘learning by doing’ into ‘learning by making’. As children explore programming as a tool to make meaningful artefacts, they can also be helped to develop logical thinking skills and understand the technologies that surround them.
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