Since the introduction to National Curriculum for Computing at Key Stage 1 and Key Stage 2 in England 2014, it has been a child’s statutory entitlement to a computing education from the age of 5. There have been many challenges along the way since 2014 for primary teachers, not least, due to the subject being introduced throughout schools where the vast majority of teachers had never been trained to teach it.
Despite a number initiatives to improve teacher subject knowledge, notably driven by Computing At Schools (CAS) and the Network of Excellence (a grass-roots organisation I represent as a Computer Science Master Teacher) the Computing Education Project Report (The Royal Society, 2017) – exploring the issues facing computing in schools – concludes that computing education across the UK is ‘patchy and fragile’. There is much to address in a system where many teachers do not feel confident teaching the subject and are in need of significant support.
Regular readers will know that I’ve previously created a 6 week coding unit for pupils aged 9-11 using BitsBox. Bitsbox uses a simplified version of Javascript, and provides tools that enable pupils to develop their own apps.
It’s a great stepping stone from the blocks-based languages and environments your pupils may have already mastered (E.g. Scratch, App Inventor, Tynker etc) on to text-based languages.
PRIMM
I’ve been researching pedagogies to support computing mastery and PRIMM is a programming pedagogy developed by Dr Sue Sentence and the Computing Education team at Kings College London based on the notion that its difficult to become successful at writing code if you cannot read it.
I have created a Christmas themed step-by-step lesson plan that uses Bitsbox and I’m using the PRIMM approach for teaching programming.
Predict | Run | Investigate | Modify | Make
PRIMM stands for Predict | Run | Investigate | Modify | Make. The approach enables teachers to support pupils by giving them some code that they first understand and then build upon towards making their own.
It’s a great way to structure a lesson and think it’ll make a real difference to those pupils who have difficulty understanding some programming concepts.
Click to access the plan & resources
Feel free to download this lesson and try PRIMM in your own classroom.
Use the PRIMM programming approach to develop a program from a Christmas gift catching game into a new game
Challenge your pupils to design algorithms and program the game using a text-based programming language, variables and functions.
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As usual, lots of opportunities for differentiation. For instance, less able pupils could use pupil support cards (see support resource which is included in the pack) and/or write a more simple version. Your more able pupils could:
change the speed, direction and size falling presents
make the game multi-player and multi-level
complete the game to a time
create Game Over functions
create sound tracks and jingles for the app
Ideas for differentiation, extension and enrichment are included in the lesson plan. Lots of opportunities to be inspired and get creative.
Regular readers will know that I’ve previously created a 6 week coding unit for pupils aged 9-11 using BitsBox. Bitsbox uses a simplified version of Javascript, and provides tools that enable pupils to develop their own apps.
It’s a great stepping stone from the blocks-based languages and environments your pupils may have already mastered (E.g. Scratch, App Inventor, Tynker etc) on to text-based languages.
PRIMM
I’ve been researching pedagogies to support computing mastery and PRIMM is a programming pedagogy developed by Dr Sue Sentence and the Computing Education team at Kings College London based on the notion that its difficult to become successful at writing code if you cannot read it.
I have developed a new step-by-step lesson plan that uses Bitsbox and I’m using the PRIMM approach for teaching programming in this one.
Predict | Run | Investigate | Modify | Make
PRIMM stands for Predict | Run | Investigate | Modify | Make. The approach enables teachers to support pupils by giving them some code that they first understand and then build upon towards making their own.
It’s a great way to structure a lesson and think it’ll make a real difference to those pupils who have difficulty understanding some programming concepts.
Feel free to download this lesson and try PRIMM in your own classroom.
Download the Lesson Plan
Use the PRIMM programming approach to develop a program from an ice cream dodging game into a variation of Hungry Hippos.
Challenge your pupils to design algorithms and program the game using a text-based programming language, variables and functions.
Save
Save
Save
Save
Save
Save
Save
Save
Save
Save
As usual, lots of opportunities for differentiation. For instance, less able pupils could use pupil support cards (see support resource which is included in the pack) and/or write a more simple version. Your more able pupils could:
change the speed, direction and size of flying ice creams
make the game multi-play and multi-level
complete the game to a time
create Game Over functions
create sound tracks and jingles for the app
Ideas for differentiation, extension and enrichment are included in the lesson plan. Lots of opportunities to be inspired and get creative.