Play and code this Valentines day with our free coding activity: a romantic themed Cupid game for pupils aged 7-11 using Scratch.
Throughout the year, I create free themed computing lessons, and I’ve written another step-by-step lesson plan and some teacher/pupil computing resources that I’m using in my computing classes and am adding to iCompute to celebrate Valentines Day.
Love is in the air but Cupid needs a little help aiming his arrow! Challenge your pupils to program Cupid’s bow to respond to user input and aim to catch the heart of a love interest.
Ideas for differentiation, extension and enrichment are included in the lesson plan. Plus program templates and partially-written programs for teacher and pupil support. Lots of opportunities to be inspired and get creative!
Here’s at iCompute Headquarters there’s nothing we like more than creating Christmas themed resources. I’ve been having a great time designing and developing new lesson plans, tutorials and programs for this year’s festive season.
My latest offering is an absolute Christmas cracker! A coding tutorial for Microsoft Kodu. Kodu is helping Santa deliver presents on Christmas Eve but needs your pupil’s help coding him to deliver the presents to the right houses. I’ve made a Kodu tutorial for your pupils to use that will guide them through the coding process before letting them get on with completing the activity and then having some festive fun by making it their own.
Get the lesson plan & tutorial
Another free Christmas computing resource helps your pupils get jolly good at problem solving using key computational thinking skills such as abstraction, decomposition, generalisation and pattern spotting.
Computational thinking lies at the heart of the National Curriculum for Computing and our best selling (ERA and BETT nominated) schemes of work support schools teach it creatively and well.
Grab yourself a gift with our free stuff for Christmas. Visit www.icompute-uk.com for more free Christmas themed lesson plans and resources to support teaching primary computing.
Scarily 👻 Good Free Resources for Primary Computing
Help your pupils get dead ⚰️ good at problem solving using key computational thinking skills such as abstraction, decomposition, generalisation and pattern spotting with our free Halloween themed puzzles.
Computational thinking lies at the heart of the National Curriculum for Computing and our best selling (Educational Resources Awards nominated) series of Computational Thinking Puzzle books 1-4 help pupils independently practice the skills they learn in their computing lessons.
Grab yourself a treat 🍬 with our free puzzles for Halloween. Visit www.icompute-uk.com for more free themed lesson plans and resources to support teaching primary computing.
“A high quality computing education equips pupils to use computational thinking and creativity to understand and change the World” (DfE)
Computational Thinking lies at the heart of the National Curriculum for Computing. Here, I look at what Computational Thinking means and how teachers can help pupils develop effective problem solving skills that can be applied in all areas of life.
Computational Thinking is about transforming a seemingly complex problem into a simple one that we know how to solve. It involves taking a problem and breaking it down into a series of smaller, more manageable parts (decomposition). Each part can then be looked at individually, considering similarities between and within other problems (pattern recognition), and focusing only on the important details whilst ignoring irrelevant information (abstraction). Next, looking for solutions to other problems and adapting them to solve new problems (generalisation). Then, simple steps or rules to solve each of the smaller problems can be designed (algorithms). Once we have a working solution, we then use (evaluation) to analyse it and ask – Is it any good ? Can it be improved? How?
Teaching computational thinking is not teaching children how to think like a computer. Computers cannot think. Computers are stupid. Everything computers do, people make happen. It’s also not teaching children how to compute. It’s developing the knowledge, skills and understanding of how people solve problems. As such, it absolutely should not be confined to computing lessons and should be used throughout the curriculum to approach and solve problems and communicate and collaborate with others.
iCompute’s computational thinking puzzles for primary pupils are a ground-breaking new development in primary education. In the digital age, the benefits of computational thinking throughout education are increasingly being highlighted. Our, colourful, engaging and challenging puzzles are designed for children aged 7-11 to independently practise and develop the fundamental computational thinking skills that lie at the heart of the National Curriculum for Computing. The puzzles help develop skills of decomposition, abstraction, generalisation and designing algorithms. This means children can find solutions and apply those already found to different problems, in different contexts. All of this helps lay the foundations for them to become effective problem solvers.
Solving puzzles leads to important outcomes including challenge, a sense of satisfaction, achievement and enjoyment. Puzzles rouse curiosity and hone intuition. Our carefully constructed computational thinking puzzles – designed by a computer scientist, software engineer and computer science master teacher – provide challenge, insight and entertainment all of which increase pupil engagement and promote independent learning.
Puzzles help children develop general problem-solving and independent learning skills. Engaging in puzzles means that pupils:
use creative approaches
make choices;
develop modelling skills;
develop persistence and resilience;
practice recognition of patterns and similarities, reducing the complexity of problems
Pupils use, applying and develop the following aspects of the National Curriculum for Computing:
* Logical reasoning
* Decomposition – splitting problems down into smaller problems to make them easier to solve
* Abstraction – taking the detail out of a problem to make it easier to solve
* Generalisation – adapting solutions to other problems to solve new ones
* Pattern recognition – spotting patterns and relationships
* Algorithms – finding the steps that solve a problem
* Evaluation – looking critically at a solution to determine if there’s a better way to solve it
* Testing – checking whether a possible solution works
* Debugging – finding problems with a solution and fixing them
Our puzzles are designed for independent pupil work and provide pupils with handy tips on how to approach the problems and challenges. They also make clear links between the puzzles being approached, the skills being developed and the relevance of both not just in computing but the wider world. This enables pupils to make clear links between subjects and helps pupils make meaning of their learning.
Not long until Easter and I’m sure you’ll have lots planned for it in other subjects, but don’t forget about Computing. It’s a great end-of-term opportunity for your pupils to demonstrate what they can do with Scratch programming.
Click to download the plan and resources
I’ve prepared a step-by-step lesson plan and some teacher/pupil computing resources that I’m using and have added to iCompute to celebrate Easter and/or Spring. Feel free to download and use in your own classroom.
It’s Easter and the Easter Bunny has forgotten where she has hidden all of her eggs. Challenge your pupils to create algorithms and program the bunny to get all of her eggs in her basket any way they know.
Pupil Support Card
As usual, lots of opportunities for differentiation. For instance, less able pupils could use pupil support cards (see Egg Hunt card which is included in the pack) and/or write a more simple collecting less eggs. Your more able pupils could:
program the ice-cream truck sprite to move across the x-axis
program the hot-air balloon to fly
add the Easter eggs to a list variable when collected
add ‘enemies’ to thwart the Easter Bunny in her quest
add extra, increasingly difficult, levels (e.g. mazes to navigate)
Ideas for differentiation, extension and enrichment are included in the lesson plan. Lots of opportunities to be inspired and get creative.
Not long until Easter and I’m sure you’ll have lots planned for it in other subjects, but don’t forget about Computing. It’s a great end-of-term opportunity for your pupils to demonstrate what they can do with Scratch programming.
Click to download the plan and resources
I’ve prepared a step-by-step lesson plan and some teacher/pupil computing resources that I’m using and have added to iCompute to celebrate Easter and/or Spring. Feel free to download and use in your own classroom.
It’s Easter and the Easter Bunny has forgotten where she has hidden all of her eggs. Challenge your pupils to create algorithms and program the bunny to get all of her eggs in her basket any way they know.
Pupil Support Card
As usual, lots of opportunities for differentiation. For instance, less able pupils could use pupil support cards (see Egg Hunt card which is included in the pack) and/or write a more simple collecting less eggs. Your more able pupils could:
program the ice-cream truck sprite to move across the x-axis
program the hot-air balloon to fly
add the Easter eggs to a list variable when collected
add ‘enemies’ to thwart the Easter Bunny in her quest
add extra, increasingly difficult, levels (e.g. mazes to navigate)
Ideas for differentiation, extension and enrichment are included in the lesson plan. Lots of opportunities to be inspired and get creative.
Easter is just around the corner and I’ve been busy creating more themed computing activities so that your pupils can demonstrate their computational thinking and coding skills.
Click to get the plan and resources
I’ve prepared step-by-step lesson plans and some teacher/pupil computing resources that I’m using and have added to iCompute to celebrate Easter and/or Spring.
It’s Easter and the Easter Bunny has forgotten where she has hidden all of her eggs. Challenge your pupils to create algorithms and program the bunny to get all of her eggs in her basket any way they know.
Pupil Support Card
As usual, lots of opportunities for differentiation. For instance, less able pupils could use pupil support cards (see Egg Hunt card which is included in the pack) and/or write a more simple collecting less eggs. Your more able pupils could:
program the ice-cream truck sprite to move across the x-axis
program the hot-air balloon to fly
add the Easter eggs to a list variable when collected
add ‘enemies’ to thwart the Easter Bunny in her quest
add extra, increasingly difficult, levels (e.g. mazes to navigate)
Ideas for differentiation, extension and enrichment are included in the lesson plan. Lots of opportunities to be inspired and get creative.
I’ve also created an Easter Egg Hiding Robotics activity using Sphero SPRK+ and Sphero Edu. The Easter Bunny (Sphero) needs your help programming it to hide a collection of Easter Eggs (hollow plastic balls or eggs filled with treats). Lots of cross curricular links here with Science and Mathematics so get rolling.
With Ofsted focus now on pupils acquiring and retaining subject knowledge, many schools are now using Knowledge Organisers in the classroom.
What are they?
A knowledge organiser is a document containing key facts and information that pupils can use to help acquire basic knowledge and understanding of a topic or concept.
Most will include:
key facts presented in a format that is easy to take in
key vocabulary or technical terms and what they mean
images such as charts or diagrams
What they include depends on the subject. In Computing, for example, a ‘Programming’ knowledge organiser includes definitions of sequence, selection and repetition along with images of Scratch blocks given as examples.
New for 2022: We’ve added ‘Sticky Knowledge’ resources too!
How can we use them?
There are lots of different ways they can be used in the classroom but here are some ideas:
Use the knowledge organiser for regular revision and assessment. Create mini quizzes
Use them for discussion; talk through them and ask higher-level ‘why’ questions to stretch and challenge
Identify gaps in knowledge and understanding
Determine whether the children know more than the knowledge organiser contains and encourage them to make their own additions
Improve teacher subject knowledge
Link knowledge organisers to enable children to make links between topics. For example, draw comparisons between an ‘Algorithms’ unit and a ‘Programming’ unit. What concepts/vocabulary are the same?
Use the them as a handy vocabulary reminder. Keep them accessible and encourage the children to use the correct vocabulary when discussing their work
Get Primary Computing Knowledge Organisers
If you have a current iCompute Primary Computing Curriculum licence, we have uploaded knowledge organisers for all of our KS1 and KS2 primary computing units to iCompute online; providing coverage for all strands of the National Curriculum for Computing at Key Stage 1 and Key Stage 2.
If not, you can download a template to adapt for your own use here.
Using drones in schools has the potential to take learning, literally, to a higher level. As they continue to become increasingly practical, attainable, tools for education, teachers around the world are now using drones in their classrooms for STEM and STEAM activities.
In computing, programming drones helps develop children’s skills in algorithms, programming and computational thinking as well as addressing the ‘controlling physical systems’ objectives of the National Curriculum for Computing at Key Stage 2. Exciting curricula and drone lesson plans are being developed that help teachers develop confidence and make the most out of connected devices.
Drones are revolutionising business and industry: engineers use the technology for site surveys, filmmakers capture images that would otherwise be unseen, drones are used in agriculture; farming; conservation; military operations and parcel deliveries. The potential for the application of drones and the rapid growth in the technology is huge. Understanding how they work, their potential and how to control them through coding prepares children for the modern working world.
iCompute lead the way in teaching and learning using educational technology. In anticipation of 3D robotics becoming the next big thing in education, we have extended our connected devices offering of comprehensive, step-by-step lesson plans, computing resources and assessment toolkits using Sphero and LEGO™ WeDo by adding an amazing, creative, 6-8 week coding with drones unit aimed at upper KS2 Computing (pupils aged 9-11 or higher).
Children learn how to program mini drones to fly, create aerial shapes, navigate obstacles, fire ‘missiles’, pick up and drop objects all set in imaginative contexts. They program Santa’s ‘sleigh’ to deliver presents before going on an epic journey to a Galaxy Far, Far Away to take out the Death Star for the Rebel Alliance!
The Force is Strong with This One…Visit our website to unleash your power!
At iCompute we recognise the huge impact that COVID-19 (coronavirus) has had on school communities and learning and we want to help. In situations such as these the power of digital home learning becomes increasingly evident – and important.
We are passionate about preparing children for living in the modern digital world. We teach children about and with technology. We want to encourage as many children as possible to engage with computing around the world and have created a set of home learning resources to support schools, parents and pupils continue to learn at home no matter where they are.
Created by our author, a primary computer science master teacher, we have fantastic, engaging, resources and activities suitable for children aged 4-11. They are split into Key Stage 1 (ages 5-7) and Key Stage 2 (ages 7-11).
Key Stage 1
Key Stage 1 activities are for younger children learning with their families and are computing unplugged – i.e. you do not need computers or devices.
Key Stage 2
Our Key Stage 2 activities include online step-by-step interactive tutorials teaching coding using a variety of free programming languages. They are designed for children to use on their own and to use them you need computers/devices with access to the Internet.
Learn Programming Tutorials
Online Lessons
We have also converted our lesson plans designed for face-to-face teaching to online lessons. Subscribing iCompute schools get priority access to these resources which include:
🎦 Explainer animations covering the whole-class teaching section of lessons
🎞 Video clips
⛓ Links to online resources
👣 Step-by-step activities
💪 Challenge activities
🗒 Worksheets and pupil resources
These resources are compatible with cloud-based learning platforms such as Google Classroom.
What all activities have in common is that they are underpinned by developing computational thinking: the fundamental principles of computer science.
We hope you enjoy the resources and encourage you to share them so that children everywhere can benefit from them.
Visit our website for more information about highly acclaimed series of primary computing schemes of work, computing curriculum and resources at www.icompute-uk.com
Ada Lovelace had it worse, but as one of the few women undertaking a Computing Science degree in the 90’s, I’m used to being a minority. I’ve never understood why it is such a male dominated industry because I love it. I don’t put this down to sexism. Throughout my studies and beyond in the workplace as a software engineer and, later, project manager I have been treated with respect at all times by men in my field.
I have my own theories about why girls don’t take to computer science as wholeheartedly as their male counterparts and they are, in my opinion, largely down to teaching – or lack thereof. Which is why it’s great that, here in the UK, learning computer science is statutory from the age of 5 because it allows us teachers the (almost unique) opportunity to engage girls early in this creative and fascinating subject. Not just enabling them to enter into the tech industry later if they want to but because it’s absolutely crucial to know how to communicate, collaborate and express yourself in the modern digital world.
In her blog post of 2009 (when Ada Lovelace Day was born) Suw Charman-Anderson speaks of research pointing to need for women to need to see female role models. If that’s true then, given the amount of women teaching computing in the UK, we should surely see an upsurge in engagement in computing by girls and, empowerment through it! That is, if their role model’s are good ones; who show a passion and enthusiasm for the subject and teach it in creative, fun and challenging ways. I hope that, since its introduction into the National Curriculum in 2014, we are making good strides towards achieving this. There’s no excuse not to as there is a wealth of support and resources available to support teachers and schools. I regularly produce free lesson plans and support materials to, hopefully, inspire and motivate teachers of primary computing.
This Ada Lovelace day (13th October 2020) I’ve put together a step-by-step lesson plan and supporting resources adapted from iCompute’s Cross Curricular Computing pack for teaching Computing with History. Suitable for pupils aged 7-11, it involves researching Ada Lovelace and producing a webpage about their findings using basic HTML.
Download and use to show your pupils how women have been instrumental in the transformation of the technological world!
Many teachers are tasked with planning computing schemes of work for their schools.
Having produced many for iCompute, I know how huge and time consuming the task is. Here I share my tips about how to plan a computing scheme of work which ensures your school has a broad, balanced, rich and progressive scheme of work that will engage and challenge pupils of all abilities.
Use free software and tools – you don’t need to buy a thing in order to meet the objectives of the computing curriculum
Practice – helps you understand the knowledge, skills and understanding the software and tools help develop
Look for progression – you will start to see that particular tools are suitable for specific age groups
Look for full coverage – Computing is not just about coding
Understand how to assess computing – know where your pupils are and where they need to go next
Adapt – make it fit your school, staff and needs of your pupils
Teachers and pupils alike love a themed lesson so I’ve created a new activity for Halloween computing that teaches basic HTML/CSS for pupils aged 9-11.
Each term, I create free themed computing lessons and I’ve written another step-by-step lesson plan and some teacher/pupil computing resources that I’m using in my computing classes and have added to iCompute’s primary computing schemes of work. This activity has been adapted from a cross-curricular computing lesson in iCompute Across the Curriculum.
Halloween is approaching and you’re having a party! Using basic HTML and CSS your pupils will create an invitation to their party in the form of a web page. In this activity children learn how HTML formats web content and CSS styles it using age-appropriate syntax and tools.
Includes HTML tutorial
Ideas for differentiation, extension and enrichment are included in the lesson plan. Plus HTML Mozilla Thimble tutorial for teacher and pupil support. Lots of opportunities to be inspired and get creative!
Coding Apps with a Text-based Programming Language
I’ve been busy writing lots of new units for iCompute this term and, during my research, came across the fabulous coding apps resource – Bitsbox. Bitsbox uses a simplified version of Javascript, and provides tools that enable pupils to develop their own apps.
Free Lesson Plan & Resources
It’s a great stepping stone from the blocks-based languages and environments your pupils may have already mastered (Eg. Scratch, App Inventor, Tynker etc) on to text-based languages.
This post follows on from a previous post detailing my experiences of teaching primary computing, coding with Sphero 2.0. Following the successful loan of Sphero 2.0 from Lancaster University as part of my role as a Computing at Schools Primary Computer Science Master Teacher, my school bought a class set of Sphero SPRK+ to support teaching primary computing and use elsewhere across the curriculum.
The Sphero SPRK+ Edition is aimed at the education sector and includes the same sensors and electronics as Sphero 2.0 but, unlike the white shell, the clear polycarbonate material brings pupils closer to the robotic action. Children can immediately see the connection between the programs they create and how the insides of Sphero work and react. Powered by Sphero Edu app, pupils can learn programming using drag-and-drop blocks and progress to coding using JavaScript. I really like how making connections between the visual programming language (the blocks) and its text equivalent is literally at pupils finger tips: with just a tap, they can see how the block of code they are using is written in JavaScript code. That’s great for progression in computer science.
Tap to see blocks written in JavaScript
Sphero SPRK+ is certainly more stable than Sphero 2.0. Because they are equipped with Bluetooth SMART technology they are much easier to connect to devices and, thankfully, don’t require any of pairing and labelling that I needed to do with Sphero 2.0 for classroom management. Here, connections are made between your device and the robot simply by tapping them together. That said, do check your devices are compatible with SPRK+ as they need Bluetooth 4.0 LE to work. I found out only seven of our iPads at school work with my new set. Luckily, we only have six Sphero but it could have been a very costly mistake!
Sphero SPRK+ has lights, sound and voice. I made links to the work we had been doing in cryptography (iCompute, Year 5, iCrypto) studying Morse Code by using Sphero’s strobe blocks to flash lights representing the dits and dahs of letters in secret messages (changing colours between letters to make decoding easier). For the solutions, the children then added speak blocks after each sequence of Morse code, which said verbally what the letters were.
Another great feature of the Sphero Edu app is being able to easily see (and export to other apps) Sphero’s live sensory data. This is brilliant for cross curricular work, particularly maths and science. Sphero is packed with sensors — gyroscope, accelerometer, location, etc… Pupils can see the real time value of sensors within Sphero Edu with visual graphs. If you throw Sphero like a ball, pupils will see the accelerometer data rise and fall. Similarly, when they construct a maze, they can use the data to track location, distance, and speed.
Click to download
Last, but not least, Sphero Edu with Sphero SPRK+ includes a Program Cam feature which allows pupils to take a videos or images of programs while they’re running. Pupils can narrate what they’re created, demonstrate their learning (and ultimately mastery) and share their work with a wider audience.
Pupils naturally love working with Sphero, they think they’re playing. Under the guise of play, they’re actually learning invaluable programming skills alongside learning about everything from physics to art! That’s learning at its best. The SPRK+ edition, combined with the Sphero Edu app, brings so much more to the table to support teaching and learning – particularly in STEM subjects. They’re expensive but with the right blend planning and imaginative resources, using Sphero SPRK+ in your school can extend to all areas of the curriculum.
Ready to roll? The possibilities are exciting!
Our school purchased six Sphero SPRK+ at full price. I have produced lesson plans and resources for iCompute that use Sphero 2.0 and Sphero SPRK+ but am in no way affiliated with Sphero Inc.
Visit iCompute to find out more about primary robotics
Since man first began writing there has been a desire to send messages in secret: in code. Codes and ciphers are forms of secret communication. A code replaces words with letters, numbers or symbols. A cipher rearranges letters or uses substitutes to disguise the message. This process is called encryption. The art of writing and solving codes and ciphers is called cryptography.
Codes and ciphers have been used throughout time when people wanted to keep messages private. Cryptography has, and is still, used by governments, military, companies, and organisations to protect information and messages.
Today, encryption is used to protect data and data transfer between computers. Documents, data and messages are encrypted to protect confidentiality. Modern encryption methods are very clever but their underlying principles remain that of those ancient methods.
I have written a 6 week unit introducing cryptography for iCompute for Primary Schools computing scheme of work. Here, the children will unleash their inner spy and learn about how data can be transferred in secret over distances. They will learn how codes and ciphers have been used throughout history and explore a number of different ways that data can be encrypted and decrypted.
As part of it, along with step-by-step lesson plans and pupil/teacher support materials, I’ve been putting together resources on the history of cryptography. Download a brief introduction to the Enigma machine and how the magnificent men and women at Bletchley helped shorten World War II with their code breaking skills! Practice secret code writing in your classroom by downloading our Morse Code Worksheet and Morse Code Decoder Wheel and make a cipher disk. Lots of engaging activities to learn about encryption methods past and present and the importance of keeping data private in the modern digital age.
Download Cipher Wheel
The new cryptography unit – iCrypto – is available now in our Whole School Computing Curriculum for the National Curriculum for Computing at Key Stage 2.
Visit www.icompute-uk.com to find out more about our acclaimed primary computing scheme of work.
Enrich learning with a cross curricular approach to primary computing
Click to download the poster
Computing is one of the most fundamentally cross curricular subject areas in education. It’s about using technology, logic, creativity and computational thinking to solve problems that cross all disciplines. It requires the systematic breakdown (decomposition) of both the problem and the solution. We need to prepare pupils for how to live in an increasingly digital world by equipping them with the knowledge, understanding and skills to solve as yet unknown problems using tools and technologies that do not yet exist. We can work towards achieving this by using computing as a means of making sense of the world and using what the children learn in computing across the curriculum.
The best primary practice includes a blend of rigorous, discrete, subject teaching and equally effective cross curricular links. Both approaches are needed for effective learning to take place, to enable children to make links between subjects and to set learning in meaningful contexts. Using computing throughout the primary curriculum offers a way to enrich and deepen learning through engaging, interconnected, topics.
I have put together a selection of free resources and links to others to help teachers get started with ideas and inspiration for enriching learning and exploring computing through a rich variety of media and technologies in cross curricular contexts.
Visit www.icompute-uk.com to find out more about our highly acclaimed comprehensive primary computing schemes of work and cross curricular computing pack.
Teachers and pupils alike love a themed lesson so I’ve created a new activity for Halloween computing that teaches basic HTML/CSS for pupils aged 9-11.
Each term, I create free themed computing lessons and I’ve written another step-by-step lesson plan and some teacher/pupil computing resources that I’m using in my computing classes and have added to iCompute’s primary computing schemes of work. This activity has been adapted from a cross-curricular computing lesson in iCompute Across the Curriculum.
Halloween is approaching and you’re having a party! Using basic HTML and CSS your pupils will create an invitation to their party in the form of a web page. In this activity children learn how HTML formats web content and CSS styles it using age-appropriate syntax and tools.
Includes HTML template
Ideas for differentiation, extension and enrichment are included in the lesson plan. Plus HTML tutorial for teacher and pupil support. Lots of opportunities to be inspired and get creative!
Goodbye summer, hello a brand new academic year. We know you’ve got plenty on your plate already with new pupils and all of the many other changes a new year brings. Make your computing lessons easier this term and use our free coding lesson: an autumnal themed falling leaf game for pupils aged 7-11 using Scratch.
Each term, I create free (seasonal) computing lessons, and I’ve written another step-by-step lesson plan and some teacher/pupil computing resources that I’m using in my computing classes and am adding to iCompute this Autumn.
Autumn is here and catching a falling leaf before it hits the ground means you get one happy day! Challenge your pupils to program sprites to catch falling autumn leaves. Catch ten and program something awesome to happen any way they know how to!
Free coding lesson from iCompute
Pupil Support Card
Ideas for differentiation, extension and enrichment are included in the lesson plan. Plus program templates and partially-written programs for teacher and pupil support. Lots of opportunities to be inspired and get creative!
I’ve been teaching primary robotics for some time now as part of the computing curriculum that I write for iCompute. I teach with and have produced schemes of work for robotics from EYFS to Year 6 using BeeBots, LEGO WeDo, Sphero and parrot drones to name a few.
Whilst teaching computing itself can be daunting for many teachers, the prospect of the added pressure of actual things being whizzed around classrooms through code can push many to avoid the controlling physical systems aspects of the National Curriculum for Computing altogether!
The rapid pace of advances in technology means children are growing up in an age dominated by embedded computer systems and robotics. It is crucial they have an understanding of its impact on the world and their own futures. Teachers need to be in a position to provide pupils with the level of knowledge, understanding and skills they need to live in the modern world.
Including Science, Technology, Engineering, and Math (STEM subjects) in early education provides a strong motivation for learning and an improvement in progression. Teaching robotics is a great way of connecting with children and enables schools to engage the potential engineers and computer scientists of the future.
Most curricula in primary schools cover science and mathematics, but we need to do more in teaching problem solving, computer science, design, technology and robotics.
The use of robotic systems and robotics as a subject offers an introduction to the engineering design process and sets children’s learning in a fun, meaningful, contexts. The fundamental principles of computer science are applied and made easier as models and devices can be designed, constructed, programmed and executed in front of pupil’s eyes. This makes it much easier to learn what robots can and cannot do: their capabilities and, crucially, their limitations.
We’ve recently put all of our robotics units into one primary robotics pack that covers the controlling physical systems aspects of the National Curriculum for Computing at Key Stage 1 and Key Stage 2 (pupils aged 5-11).
I’m also including some free activities as part of our contribution to this year’s Hour of Code, adding to those already featured last year and still live. As the Hour of Code launches each year in December, I’ll be adding a nice festive twist to my teacher-led activities. Hint: Santa’s sleigh is broken but he has a drone! Here’s a sneak peek of the cover…
HOC iFly Cover
Check out my other blog posts for teaching tips and advice about how to manage programming physical devices with younger children. I cover: