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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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KS1 Computing | Outcomes

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

During this lesson, learners will discover that a sequence of commands has an ‘outcome’. They will predict the outcomes of real-life scenarios and a range of small programs in ScratchJr. Learners will then match programs that produce the same outcome when run, and use a set of blocks to create programs that produce different outcomes when run.

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KS1 Computing | Evaluating

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

During this lesson, learners will compare their projects to their designs. They will think about how they could improve their designs by adding additional features. They will modify their designs and implement the changes on their devices. Learners will find and correct errors in programs (debug) and discuss whether they debugged errors in their own projects.

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KS2 Computing | Exploring conditions

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

In this lesson, learners revisit previous learning on ‘selection’ and identify how ‘conditions’ are used to control the flow of actions in a program. They are introduced to the blocks for using conditions in programs using the Scratch programming environment. They modify the conditions in an existing program and identify the impact this has.

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