Dein Suchergebnis zum Thema: "<b

KS2 Computing | Asking questions

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

In this lesson, learners consider how the ‘if… then… else…’ structure can be used to identify two responses to a binary question (one with a ‘yes or no’ answer). They identify that the answer to the question is the ‘condition’, and use algorithms with a branching structure to represent the actions that will be carried out if the condition is true or false. They learn how questions can be asked in Scratch, and how the answer, supplied by the user, is used in the condition to control the outcomes. They use an algorithm to design a program that uses selection to direct the flow of the program based on the answer provided. They implement their algorithm as a program and test whether both outcomes can be achieved.

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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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KS2 Computing | Selecting outcomes

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

In this lesson, learners will develop their understanding of selection by using the ‘if… then… else…’ structure in algorithms and programs. They will revisit the need to use repetition in selection to ensure that conditions are repeatedly checked. They identify the two outcomes in given programs and how the condition informs which outcome will be selected. Learners use this knowledge to write their own programs that use selection with two outcomes.

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KS2 Computing | Go with the flow

https://www.raspberrypi.org/curriculum/key-stage-2/programming-b-sensing/go-with-the-flow

Pupils will explore how if, then, else statements are used to direct the flow of a program. They will initially relate if, then, else statements to real-world situations, before creating programs in MakeCode. They will apply their knowledge of if, then, else statements to create a program that features selection influenced by a random number to create a micro:bit fortune teller project.

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  • International
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