Teach Programming LEGO™ WeDo with iCompute

Build and Code with LEGO™ WeDo

LEGO™ WeDo This week sees the launch of iCompute’s new six week programming unit  for Year 3 and 4-5 week unit for Year 4 which uses LEGO™ WeDo to teach children how to program robots and models in primary computing lessons.

This helps schools address the controlling physical systems objective of the National Curriculum for Computing at Key Stage 2.

What is LEGO WeDo?

Lego WeDo is a fantastic opportunity for children to bring the physical world to life through code.  They build models using the bricks they know and love and then program them interact with the world around them!

Using robotics promotes interest in science and engineering, as well as computer science and helps develop motor skills through model building.  Mechanisms, built by and ultimately designed by, the pupils themselves set computer programming in a meaningful context.  Children learn more quickly when a model executes a program, physically, right before them.

The robotics elements of LEGO WeDo include motors and sensors.  Our new units do not require the full educational LEGO WeDo sets to be bought.  Schools that already have plenty of bricks and parts can simply buy the robotics parts that will enable models to move, sense and interact with the physical world.

Robotic Parts

LEGO WeDo has two versions 1.0 and 2.0.  Our units provide support for both and the principle robotic parts remain the same at their core (albeit with enhanced features for 2.0).

  • The Hub: The WeDo hub connects models to your device. You can connect up to two sensors (motor, distance sensor, or tilt sensor)
  • The Motor: When connected to the hub, the motor can be programmed to turn on/off.  It can also be programmed to adjust power, direction and duration
  • The Distance Sensor: The distance sensor can detect how far away an item is in front of it
  • The Tilt Sensor: The tilt sensor detects how far it’s tilted from left to right.

You can also connect and program LEGO Power Function lights which do not come with WeDo packs as standard but can be bought on their own and connected to the hub too.

As already mentioned, you can buy the robotic parts separately if you have plenty of LEGO bricks; however it is still possible to pick up education sets of WeDo 1.0 at a fraction of the price of WeDo 2.0.  Search online for LEGO™ Education WeDo Construction Set 9580 (make sure it’s the construction set you are buying).  I managed to buy 6 sets of WeDo 1.0 at £70 each compared to £150 each for LEGO™ Education WeDo 2.0 Core Set 45300.

Programming LEGO™ WeDo

iCompute uses MIT’s Scratch to program models.  LEGO WeDo does have it’s own software that comes as part of the kit, but I don’t feel it offers the same opportunities for enhancing physical programming through storytelling so have chosen to use Scratch instead.

There are two versions of Scratch: 1.4 and 2.0.  Scratch 1.4 is an offline editor that you download and use without the need for web access.  Scratch 2.0 is available as both an online and offline version.  Regular readers will know that I prefer 1.4 for primary aged pupils as the interface is cleaner and the debugging options are better.  Scratch 2.0 however does allow models to be connected to tablets, as well as computers.  You can use both versions of WeDo with Scratch 2.0, however you need to install a device manager and extension in Scratch 2.0 for them to work.

The teacher guides contained within the unit provide comprehensive guidance on the options and their respective setups.

Using Scratch and LEGO WeDo enables pupils to create some amazing models and stories to accompany them.

What Pupils Can Do with LEGO™ WeDo and iCompute

  • Programming, using software , designing and creating working models
  • Using the software to acquire information
  • Using feedback to adjust a programming system output
  • Working with simple machines, gears, levers, pulleys, transmission of motion
  • Measuring time and distance, adding, subtracting, multiplying, dividing, estimating, randomness, using variables
  • Doing narrative and journalistic writing, storytelling, explaining, interviewing, interpreting
  • Design: Use STEM principles to explore Science, Technology, Engineering & Mathematics and design models
  • Build: Improve motor function, communicate and collaborate with others in building working models and robots
  • Program: Create animated stories, and program models to interact with the story & physical world
  • Digital Literacy: Create factual and imaginative animations and narratives that explain, interpret and tell stories
  • Test : Use physical output as feedback to to detect errors easily
  • Debug: Correct errors found when models don’t behave as expected
  • Evaluate: Critically analyse work and that of others and discuss what is good, or not so good, about them
  • Improve: Revisit models and code then cycle through this process from ‘Design’ onward to make things better

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ERA Awards 2017 Finalist

Two Education Resources Award Nominations for iCompute!

ERA 2017 Finalist Logo

We are thrilled to announce that the ERA Awards 2017 panel have shortlisted iCompute in the following categories:

ERA 2017 Finalist - iCompute in the EYFS

ERA 2017 Finalist – Early Years Resource (ICT)

ERA 2017 Finalist - Computational Thinking Puzzle Workbook

ERA 2017 Finalist – Educational Book Award

Organised by Brilliant Marketing Solutions and The British Educational Suppliers Association (BESA), The Education Resources Awards (ERA) are now in their 18th successful year and are firmly established as the premier annual event to celebrate outstanding success for the suppliers and teaching professionals of the education sector throughout the UK.

The awards highlight and reward the quality and diversity of educational products, resources, services and people as well as the best educational establishments and the most dedicated members of the teaching profession. The ERA’s aims to encourage the raising of educational services & product standards throughout the industry and is recognised throughout the sector as the Accolade of excellence.

The panel of judges selected iCompute for the shortlist according to rigorous criteria, taking into consideration the innovative nature of the products, their impact on teaching and learning in the classroom, and their cost effectiveness in terms of educational aims and results.

Find out more about iCompute in the EYFS and our Computational Thinking Puzzle Workbook.

Liane O’Kane, Managing Director of iCompute, comments:

“Being shortlisted as finalists in two categories is a great achievement and a reflection of our dedication and hard work in helping schools teach primary computing creatively and well.  We constantly add to and update our product range to remain at the forefront of advances in educational technology.  We never take these things for granted and are very proud that our expertise and innovation in teaching & learning with, and about, technology has been recognised by ERA and BESA for the second year running.  Fingers crossed for two wins in March!’

The full list of finalists is available on the ERA Website.  Winners will be announced at a gala event to be held at The National Conference Centre, Birmingham on the second evening of The Education Show: Friday 17th March 2017.

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KS1 Computing with Scratch Jr

Learning to Program with Tablets & Scratch Jr

KS1 Computing Support Card

iCompute Pupil Support Card

Introduce your KS1 computing pupils to algorithms and programming in a fun, intuitive way, using Scratch Jr on tablets.  I’ve put together a 6-8 week KS1 computing unit and associated teacher/pupil resources that uses Scratch Jr and am struck by just how quickly my pupils pick up some of the fundamental principles of computer science.

I based the unit around Michael Rosen’s “We Going on a Bear Hunt” to give the children’s coding context and purpose.  Over the weeks the children move progressively from adding sprites and programming some basic movement to programming sprites to go a more complex journey in the form of a hunt – just like in the story.  The concepts covered that I found they grasped really quickly are:

  • Understanding and developing algorithms
  • Programming: sequence, selection and repetition
  • Computational Thinking: logical thinking; abstraction; decomposition; generalisation; recognising patterns & relationships
  • Testing & Debugging

Alongside that, the children learn to work collaboratively, develop digital literacy skills as well as persistence and resilience in problem solving.

KS1 Computing Lesson Plan

Snippet of iCompute Scratch Jr Lesson Plan

You can download our glossary of computing terms for help with any of those concepts.  I’ve also created a periodic table of Scratch Jr blocks which have editable blocks use in unplugged computing activities, and some basic blank Scratch Jr blocks for cutting/sticking activities which help support learning.

There are many creative ways to plan primary computing using Scratch Jr and I’m looking forward to starting another unit for our iPad scheme of work very soon!

Scratch Jr is a free app, with a drag and drop interface for visual programming, developed by MIT and available for tablets on the App Store, Google Play, Chrome Store and Amazon

Get it now and get creative in your KS1 computing classrooms.

 

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