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KS1 Computing | Programming B – Programming animations

https://www.raspberrypi.org/curriculum/key-stage-1/programming-b-introduction-to-animation

This unit introduces learners to on-screen programming through ScratchJr. Learners will explore the way a project looks by investigating sprites and backgrounds. They will use programming blocks to use, modify, and create programs. Learners will also be introduced to the early stages of program design through the introduction of algorithms.
Year 1 – Programming B – Programming animations Curriculum KS1 Unit Resources

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KS2 Computing | Programming B – Sensing movement

https://www.raspberrypi.org/curriculum/key-stage-2/programming-b-sensing

This unit is the final KS2 programming unit and brings together elements of all the four programming constructs: sequence from Year 3, repetition from Year 4, selection from Year 5, and variables (introduced in Year 6 – ‘Programming A’). It offers pupils the opportunity to use all of these constructs in a different, but still familiar environment, while also utilising a physical device — the micro:bit. The unit begins with a simple program for pupils to build in and test within the new programming environment, before transferring it to their micro:bit. Pupils then take on three new projects in Lessons 2, 3, and 4, with each lesson adding more depth.
Year 6 – Programming B – Sensing movement Curriculum KS2 Unit Resources

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KS2 Computing | Programming B – Repetition in games

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

This unit explores the concept of repetition in programming using the Scratch environment. It begins with a Scratch activity similar to that carried out in Logo in Programming unit A, where learners can discover similarities between two environments. Learners look at the difference between count-controlled and infinite loops, and use their knowledge to modify existing animations and games using repetition. Their final project is to design and create a game which uses repetition, applying stages of programming design throughout.
Year 4 – Programming B – Repetition in games Curriculum KS2 Unit Resources

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KS2 Computing | Programming B – Selection in quizzes

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

In this unit, pupils develop their knowledge of selection by revisiting how conditions can be used in programs and then learning how the If… Then… Else structure can be used to select different outcomes depending on whether a condition is true or false. They represent this understanding in algorithms and then by constructing programs using the Scratch programming environment. They use their knowledge of writing programs and using selection to control outcomes to design a quiz in response to a given task and implement it as a program.
Year 5 – Programming B – Selection in quizzes Curriculum KS2 Unit Resources

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KS2 Computing | Programming B – Events and actions in programs

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

This unit explores the links between events and actions, whilst consolidating prior learning relating to sequencing. Learners will begin by moving a sprite in four directions (up, down, left and right). They will then explore movement within the context of a maze, using design to choose an appropriately sized sprite. This unit also introduces programming extensions, through the use of pen blocks. Learners are given the opportunity to draw lines with sprites and change the size and colour of lines. The unit concludes with learners designing and coding their own maze tracing program.
Year 3 – Programming B – Events and actions in programs Curriculum KS2 Unit

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Python in Education – free e-book from O’Reilly – Raspberry Pi Foundation

https://www.raspberrypi.org/blog/python-in-education-free-oreilly-book/

This week PyCon is going on in Montreal – it’s the big worldwide Python conference – and for the occasion, O’Reilly asked our friend Nicholas Tollervey to write a free short book on Python in Education. The book tells the story of Python, why Python is a good language for learning, how its community gives…
.: doubled $_\n” while /\b(\w+)\b\s+\b\1\b/gi’ foo.txt But how does one write a

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The Computing Curriculum | Key Stage 2 | Ages 7-11

https://www.raspberrypi.org/curriculum/key-stage-2

The Computing Curriculum is structured into units for each year group, and each unit is broken down into lessons. Units can generally be taught in any order, with the exception of programming, where concepts and skills rely on prior knowledge and experiences. Lessons must be taught in numerical order.
unit Unit Creating media – Desktop publishing View unit Unit Programming B

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