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DELIVERINGTHE NEW
COMPUTING CURRICULUM
Isabella Lieghio
Specialist Computing teacher
Icon Learning Education Consultants
@iconlearningict
AGENDA
9.30-10.30: The Computing Curriculum and
programming progression
10.30-11.15:Text based programming using Logo
11.30-12.15: Unplugged Computing
1.15-2.15: Graphic based programming using Scratch
2.30-3.30: Apps, assessment, resources
WHAT IS COMPUTING?
Foundations, Applications and Implications? (MB)
CURRICULUM STRANDS
KEY STAGE 1
• Understand what algorithms are; how they are implemented as programs
on digital devices; and that programs execute by following precise and
unambiguous instructions
• Create and debug simple programs
• Use logical reasoning to predict the behaviour of simple programs
• Create, organise, store, manipulate and retrieve digital content in a range of
formats
• Use technology safely and respectfully, keeping personal information
private; identify where to go for help and support when they have concerns
about content or contact on the internet or other online technologies
KEY STAGE 2
• Design, write and debug programs that accomplish specific goals,
including controlling or simulating physical systems; solve problems
by decomposing them into smaller parts
• Use sequence, selection, and repetition in programs; work with
variables and various forms of input and output
• Use logical reasoning to explain how some simple algorithms work
and to detect and correct errors in algorithms and programs
• Understand computer networks including the internet; how they
can provide multiple services, such as the World Wide Web
KEY STAGE 2 CONT.
• Appreciate how [search] results are selected and ranked
• Use search technologies effectively
• Select, use and combine a variety of software (including internet services) on
a range of digital devices to design and create a range of programs, systems …
including collecting, analysing, evaluating and presenting data and information
• Understand the opportunities [networks] offer for communication and
collaboration
• Be discerning in evaluating digital content
• Use technology safely, respectfully and responsibly; recognise acceptable/
unacceptable behaviour; identify a range of ways to report concerns about
content and contact
CPD /TERMINOLOGY
ALGORITHM
A precise step-by-step guide to solve a
problem or achieve a particular objective.
How do algorithms
help us to program?
Programming
DE-BUGGING
• The art of fixing or correcting algorithms or
programming code.
• It’s ok if it doesn't work!
Programming
PHYSICAL ACTIVITIES FOR EYFS AND KS1
• Simple electronic toys - from torch to washing machine
• PE sessions - direction / turn / human robot eg Jambot /Teabot
• Focus on directions / distance / planning / routes / predicting / order / sequencing
• Following and giving instructions e.g. cooking recipes
• Story context eg Incy Wincy Spider, LRRH
• Remote control toys > Beebots >Roamers / Probots
• Understand what algorithms are; how they are implemented as
programs on digital devices; and that programs execute by following
precise and unambiguous instructions
• Create and debug simple programs
• Use logical reasoning to predict the behaviour of simple programs
Programming
PROGRESSIONTO ON-SCREEN REPRESENTATION
• Simple programming software
• 2go (InfantVideoToolkit)
• Focus on Beebot
• Online tools e.g. iBoard (www.iboard.co.uk)
• Apps eg Daisy Dinosaur, Beebot
• Modelling with screen turtles (LOGO)
• Understand what algorithms are; how they are implemented as
programs on digital devices; and that programs execute by following
precise and unambiguous instructions
• Create and debug simple programs
• Use logical reasoning to predict the behaviour of simple programs
Programming
USING SCRATCH AT KS2
• Free tool developed by MIT http://scratch.mit.edu
• Online / offline versions
• Graphics based programming of sprites by choosing / moving /
ordering blocks
• Attach to external models e.g.Wedo
• Existing planning
Design, write and debug programs that accomplish specific goals, including controlling or
simulating physical systems; solve problems by decomposing them into smaller parts
Use sequence, selection, and repetition in programs; work with variables and various
forms of input and output
Use logical reasoning to explain how some simple algorithms work and to detect and
correct errors in algorithms and programs
Programming
WHICH LANGUAGE(S)TO CHOOSE?
Programming
TEXT BASED PROGRAMMING
USING LOGO
• Versions - free at MSW Logo
• Existing planning - Simon Haughton / Phil Bagge
• Year groups and concepts
• Repeat loops (Iteration)
• Procedures (abstraction)
Programming
LOGO PLANNING
Programming
http://www.simonhaughton.co.uk/logo-programming/
UNPLUGGED COMPUTING
• Teach yourself concepts
• Exemplar activities
1. DRAW A DIAGONAL LINE
2. DRAW ANOTHER DIAGONAL LINE CONNECTED
TOTHETOP OFTHE FIRST ONE
3. DRAW A STRAIGHT LINE FROMTHE POINT
WHERE THE DIAGONAL LINES MEET
4. DRAW A HORIZONTAL LINE OVERTHE
STRAIGHT LINE
5.ATTHE BOTTOM OFTHE STRAIGHT LINE, DRAW
A CURVY LINE
6. DRAW A DIAGONAL LINE FROMTHE BOTTOM
OFTHE FIRST DIAGONALTOTHE STRAIGHT LINE
7. DRAW A DIAGONAL LINE FROMTHE BOTTOM
OFTHE SECOND DIAGONALTOTHE STRAIGHT
LINE
ISTHIS WHATYOU GOT?
CANYOU IMPROVE ONTHE ALGORITHM?
THE PACKET GAME
SCRATCH - HANDS ON
Programming
SCRATCH (V 2.0)
Preview window Script blocks
Backgrounds and sprites Programming area
SCRATCH V1.4
Preview window
Script blocks
Backgrounds and sprites
Programming
area
QUICK START GUIDES FROM SCRATCH
REPETITION
Sun rise
Sun set
Left leg in
Left leg out
Shake
Hokey cokey
Turn around
SELECTION
When your program has to make a choice about
whether a particular condition is met.
the house feels cold
turn the heating on
leave the heating off
VARIABLE
An empty box which can contain a value that might
change eg score, speed etc
GENERALISATION (PATTERNS)
‘adapting a solution that solved one problem to
solve another’
Example from Phil Bagge, CAS Master teacher
COMPUTATIONALTHINKING – KEYTERMS
Resource by Pete Dring on CAS
http://community.computingatschool.org.uk/resources/1758
22804830
Kettering nov 15 computing
OPPORTUNITIES FOR DEBUGGING
ADAPTING ACTIVITIES
SCRATCH JR APP
PROGRESSION
• Simple logical sequence
• Using repetition (iteration)
• Using selection and conditions
• Adding variables
• Combining variables
LINKING WITH OTHER MODELS
• Lego WeDo
• Xbox Kinect
Understand computer networks including the internet; how
they can provide multiple services, such as the World Wide Web
Appreciate how [search] results are selected and ranked
Use search technologies effectively
WHAT ELSE?
Create, organise, store,
manipulate and retrieve digital
content in a range of formats
Select, use and combine a variety of
software (including internet services) on a
range of digital devices to design and
create a range of programs, systems …
including collecting, analysing, evaluating
and presenting data and information
APPSTO SUPPORT PROGRAMMING
• Beebot (free)
• Beebot Pyramid (69p)
• Daisy Dinosaur (free)
• Move the turtle (£1.99)
• Hopscotch (free)
• Cargo-Bot (free)
• A.L.E.X (free)
• Scratch JR (free)
• Cato’s Hike (£2.99)
• The Foos (free)
Programming
THINGSTO CONSIDER…
• Binary
• Python and other languages
• Hacking HTML - Mozilla x-Ray goggles
• Raspberry pi / Arduino / BBC micro:bit
• Makey makey
• Sphero
CAS / NAACE PROGRESSION
Miles Berry
SWITCHED ON FRAMEWORK
Miles Berry
PROGRESSION PATHWAYS
CAS
SCHEMES OF WORK
Pete Richardson, @primarypete
Walton le Dale school
USEFUL LINKS FOR FURTHER SUPPORT
• www.computingatschool.org.uk
• www.bbc.co.uk/education
• www.codeclub.org.uk
• www.simonhaughton.co.uk
• www.code-it.co.uk by Phil Bagge
• www.code.org/learn
DELIVERINGTHE NEW
COMPUTING CURRICULUM
@iconlearningict
isabella@iconlearning.co.uk
Presentation slideshare
Further CPD sessions
School based sessions
HTTPS://
WWW.SURVEYMONKEY.COM/
R/NZJM7ZP

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Kettering nov 15 computing

  • 1. DELIVERINGTHE NEW COMPUTING CURRICULUM Isabella Lieghio Specialist Computing teacher Icon Learning Education Consultants @iconlearningict
  • 2. AGENDA 9.30-10.30: The Computing Curriculum and programming progression 10.30-11.15:Text based programming using Logo 11.30-12.15: Unplugged Computing 1.15-2.15: Graphic based programming using Scratch 2.30-3.30: Apps, assessment, resources
  • 3. WHAT IS COMPUTING? Foundations, Applications and Implications? (MB)
  • 5. KEY STAGE 1 • Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions • Create and debug simple programs • Use logical reasoning to predict the behaviour of simple programs • Create, organise, store, manipulate and retrieve digital content in a range of formats • Use technology safely and respectfully, keeping personal information private; identify where to go for help and support when they have concerns about content or contact on the internet or other online technologies
  • 6. KEY STAGE 2 • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts • Use sequence, selection, and repetition in programs; work with variables and various forms of input and output • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs • Understand computer networks including the internet; how they can provide multiple services, such as the World Wide Web
  • 7. KEY STAGE 2 CONT. • Appreciate how [search] results are selected and ranked • Use search technologies effectively • Select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems … including collecting, analysing, evaluating and presenting data and information • Understand the opportunities [networks] offer for communication and collaboration • Be discerning in evaluating digital content • Use technology safely, respectfully and responsibly; recognise acceptable/ unacceptable behaviour; identify a range of ways to report concerns about content and contact
  • 9. ALGORITHM A precise step-by-step guide to solve a problem or achieve a particular objective. How do algorithms help us to program? Programming
  • 10. DE-BUGGING • The art of fixing or correcting algorithms or programming code. • It’s ok if it doesn't work! Programming
  • 11. PHYSICAL ACTIVITIES FOR EYFS AND KS1 • Simple electronic toys - from torch to washing machine • PE sessions - direction / turn / human robot eg Jambot /Teabot • Focus on directions / distance / planning / routes / predicting / order / sequencing • Following and giving instructions e.g. cooking recipes • Story context eg Incy Wincy Spider, LRRH • Remote control toys > Beebots >Roamers / Probots • Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions • Create and debug simple programs • Use logical reasoning to predict the behaviour of simple programs Programming
  • 12. PROGRESSIONTO ON-SCREEN REPRESENTATION • Simple programming software • 2go (InfantVideoToolkit) • Focus on Beebot • Online tools e.g. iBoard (www.iboard.co.uk) • Apps eg Daisy Dinosaur, Beebot • Modelling with screen turtles (LOGO) • Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions • Create and debug simple programs • Use logical reasoning to predict the behaviour of simple programs Programming
  • 13. USING SCRATCH AT KS2 • Free tool developed by MIT http://scratch.mit.edu • Online / offline versions • Graphics based programming of sprites by choosing / moving / ordering blocks • Attach to external models e.g.Wedo • Existing planning Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts Use sequence, selection, and repetition in programs; work with variables and various forms of input and output Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs Programming
  • 15. TEXT BASED PROGRAMMING USING LOGO • Versions - free at MSW Logo • Existing planning - Simon Haughton / Phil Bagge • Year groups and concepts • Repeat loops (Iteration) • Procedures (abstraction) Programming
  • 18. • Teach yourself concepts • Exemplar activities
  • 19. 1. DRAW A DIAGONAL LINE 2. DRAW ANOTHER DIAGONAL LINE CONNECTED TOTHETOP OFTHE FIRST ONE 3. DRAW A STRAIGHT LINE FROMTHE POINT WHERE THE DIAGONAL LINES MEET 4. DRAW A HORIZONTAL LINE OVERTHE STRAIGHT LINE 5.ATTHE BOTTOM OFTHE STRAIGHT LINE, DRAW A CURVY LINE 6. DRAW A DIAGONAL LINE FROMTHE BOTTOM OFTHE FIRST DIAGONALTOTHE STRAIGHT LINE 7. DRAW A DIAGONAL LINE FROMTHE BOTTOM OFTHE SECOND DIAGONALTOTHE STRAIGHT LINE
  • 20. ISTHIS WHATYOU GOT? CANYOU IMPROVE ONTHE ALGORITHM?
  • 22. SCRATCH - HANDS ON Programming
  • 23. SCRATCH (V 2.0) Preview window Script blocks Backgrounds and sprites Programming area
  • 24. SCRATCH V1.4 Preview window Script blocks Backgrounds and sprites Programming area
  • 25. QUICK START GUIDES FROM SCRATCH
  • 26. REPETITION Sun rise Sun set Left leg in Left leg out Shake Hokey cokey Turn around
  • 27. SELECTION When your program has to make a choice about whether a particular condition is met. the house feels cold turn the heating on leave the heating off
  • 28. VARIABLE An empty box which can contain a value that might change eg score, speed etc
  • 29. GENERALISATION (PATTERNS) ‘adapting a solution that solved one problem to solve another’ Example from Phil Bagge, CAS Master teacher
  • 30. COMPUTATIONALTHINKING – KEYTERMS Resource by Pete Dring on CAS http://community.computingatschool.org.uk/resources/1758
  • 36. PROGRESSION • Simple logical sequence • Using repetition (iteration) • Using selection and conditions • Adding variables • Combining variables
  • 37. LINKING WITH OTHER MODELS • Lego WeDo • Xbox Kinect
  • 38. Understand computer networks including the internet; how they can provide multiple services, such as the World Wide Web Appreciate how [search] results are selected and ranked Use search technologies effectively
  • 39. WHAT ELSE? Create, organise, store, manipulate and retrieve digital content in a range of formats Select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems … including collecting, analysing, evaluating and presenting data and information
  • 40. APPSTO SUPPORT PROGRAMMING • Beebot (free) • Beebot Pyramid (69p) • Daisy Dinosaur (free) • Move the turtle (£1.99) • Hopscotch (free) • Cargo-Bot (free) • A.L.E.X (free) • Scratch JR (free) • Cato’s Hike (£2.99) • The Foos (free) Programming
  • 41. THINGSTO CONSIDER… • Binary • Python and other languages • Hacking HTML - Mozilla x-Ray goggles • Raspberry pi / Arduino / BBC micro:bit • Makey makey • Sphero
  • 42. CAS / NAACE PROGRESSION Miles Berry
  • 45. SCHEMES OF WORK Pete Richardson, @primarypete Walton le Dale school
  • 46. USEFUL LINKS FOR FURTHER SUPPORT • www.computingatschool.org.uk • www.bbc.co.uk/education • www.codeclub.org.uk • www.simonhaughton.co.uk • www.code-it.co.uk by Phil Bagge • www.code.org/learn