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KS2 Computing | Debugging movement

https://www.raspberrypi.org/curriculum/key-stage-2/programming-b-events-and-actions/debugging-movement

This lesson explores the process of debugging, specifically looking at how to identify and fix errors in a program. Learners 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. Learners will also develop their projects by considering which new setup blocks to use.

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KS2 Computing | Maze movement

https://www.raspberrypi.org/curriculum/key-stage-2/programming-b-events-and-actions/maze-movement

In this lesson, learners 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. Learners will then create the code to move the sprite in one direction before duplicating and modifying it to move in all four directions. Finally, they will consider how their project could be extended to prove that their sprite has successfully navigated a maze.

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  • International
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KS2 Computing | Modifying a game

https://www.raspberrypi.org/curriculum/key-stage-2/programming-b-repetition-in-games/modifying-a-game

In this lesson, learners 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 within loops, and explain the changes made.

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KS2 Computing | Designing a quiz

https://www.raspberrypi.org/curriculum/key-stage-2/programming-b-selection-in-quizzes/planning-a-quiz

In this lesson, learners will be provided with a task: to use selection to control the outcomes in an interactive quiz. They will outline the requirements of the task and use an algorithm to show how they will use selection in the quiz to control the outcomes based on the answer given. Learners will complete their designs by using storyboards to identify the questions that will be asked, and the outcomes for both correct and incorrect answers. To demonstrate their understanding of how they are using selection to control the flow of the program, learners will identify which outcomes will be selected based on given responses.

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KS2 Computing | Evaluating a quiz

https://www.raspberrypi.org/curriculum/key-stage-2/programming-b-selection-in-quizzes/evaluating-a-quiz

In this lesson, learners will return to their completed programs and identify ways in which the program can be improved. They will focus on issues where answers similar to those in the condition are given as inputs, and identify ways to avoid such problems. Learners will also consider how the outcomes may change the program for subsequent users, and identify how they can make use of setup to provide all users with the same experience. They will implement their identified improvements by returning to the Scratch programming environment and adding to their programs. They conclude the unit by identifying how they met the requirements of the given task, and identifying the aspects of the program that worked well, those they improved, and areas that could improve further.

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  • International
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KS2 Computing | Making a project

https://www.raspberrypi.org/curriculum/key-stage-2/programming-b-events-and-actions/making-a-project

In this lesson, learners will design and create their own projects. Using a template (which can be blank or partially completed), learners 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 position the sprite at the start of the maze and clear any lines already on the screen.

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  • International
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KS2 Computing | Testing a quiz

https://www.raspberrypi.org/curriculum/key-stage-2/programming-b-selection-in-quizzes/testing-a-quiz

In this lesson, learners will use the Scratch programming environment to implement the first section of their algorithm as a program. They will run the first section of their program to test whether they have correctly used selection to control the outcomes, and debug their program if required. They will then continue implementing their algorithm as a program. Once completed, they will consider the value of sharing their program with others so that they can receive feedback. Learners conclude the lesson by using another learner’s quiz and providing feedback on it.

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  • International
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