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!
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!
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.
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.
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.
Everyone likes putting a seasonal twist on lessons during the approach to Easter and I’ve been making Easter computing lessons for my pupils to add to iCompute‘s computing scheme of work
This time, I’ve put together a step-by-step computing lesson plan and teacher resources for Key Stage 1 pupils. You can download the free Easter computing lesson and resources and use them your own classrooms for a little seasonal fun!
A spin on the Bee Bot app, this uses Scratch 2.0 and ‘BunnyBot’. The children create algorithms and program the Easter Bunny to collect Eggs.
BunnyBot
Click to download lesson & resources
The lesson plan contains lots of ideas for differentiation, extension and enrichment
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.
Everyone likes putting a seasonal twist on lessons during the approach to Easter and I’ve been making Easter computing lessons for my pupils to add to iCompute‘s computing scheme of work
This time, I’ve put together a step-by-step computing lesson plan and teacher resources for Key Stage 1 pupils. You can download the free Easter computing lesson and resources and use them your own classrooms for a little seasonal fun!
A spin on the Bee Bot app, this uses Scratch 2.0 and ‘BunnyBot’. The children create algorithms and program the Easter Bunny to collect Eggs.
BunnyBot
Click to download lesson & resources
The lesson plan contains lots of ideas for differentiation, extension and enrichment
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.
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.
Scratch Jr Blocks for Display & Computing Unplugged
I’ve created editable, scaleable, Scratch Jr blocks for you to download and use in your coding lessons. Click/tap the Periodic Table of Scratch Jr blocks image (see below). The blocks can be edited using image editing tools (e.g. Illustrator, Inkscape, Vectr). They are also included in .png format for printing.
It’s important that young children have the opportunity to interact with concrete materials (i.e. printed Scratch blocks) to help them understand both their function and the underlying concepts. I use them in groups for the children to program me and/or each other before moving on to programming using Scratch Jr itself.
I’ve also made a full set of Editable, Printable Scratch 2.0 blocks, and Scratch 3.0, in other posts, which you can also use.
Click/Tap to download
Published by iCompute and licensed under a Creative Commons license (CC BY-NC-ND 4.0) – Attribution-NonCommercial-NoDerivatives 4.0 International.
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!
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!
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.
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.
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.
Regular readers of this blog will know that I teach primary computing and have recently added a Primary Robotics scheme of work to iCompute. Part of this scheme involves working with Sphero and programming the robotic balls using Sphero Edu. To help avoid repetitive strain injury by double tapping each block to find out what each command does, I’ve produced this handy Sphero Commands Helpsheet. Now updated to include the new look Scratch blocks.
Download to get rolling with Sphero and Sphero Edu.
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.
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!
This week Lindale CE Primary School were school of the week on Lakeland Radio. Last Friday our author, Liane O’Kane, who teaches computing at Lindale (a Lead School on the Network of Excellence for Computer Science) met with Breakfast presenter Yakkers and featured on their Back to School with Yakkers segment.
The children and Liane spoke with Yakkers about Computing at Lindale Primary. Lindale teach primary computing using iCompute for Primary Schools from EYFS to Year 6 and it was lovely hearing about how much the children have been learning and enjoying their lessons.
The Summer term is drawing to a close, the weather is warm and you’ll no doubt have lots of activities planned to take advantage of/celebrate the weather in your classes. Let’s not forget about Computing though. Take your pupils outside if you have laptops or mobile devices and use Scratch 2.0 with your Key Stage 2 children (pupils aged 7-11) and our free lesson for summer themed primary computing with supporting resources.
It’s a great end-of term opportunity for your pupils to showcase what they have learned all year in their programming lessons.
Click to download iCompute’s free summer computing lesson plan
I’ve written another step-by-step lesson plan and some teacher/pupil computing resources that I’m using and have added to iCompute to celebrate Summer. Feel free to download and use in your own classroom.
Summer time and the weather is sweet. Makes you want to make a nice cool treat… Challenge your pupils to create algorithms and program an ice-cream simulation/game.
Free ice-cream stand simulation programming activity
Pupil Support Card
As usual, lots of opportunities for differentiation. For instance, less able pupils could use pupil support cards (see Ice Cream stand card which is included in the pack) and/or concentrate on programming random customers and ice-cream combinations to appear.
Your more able pupils could:
program timers, scores and lives (e.g. customers leave ‘hide’ if their order isn’t made within time limits)
add a series of levels that become increasingly more challenging
generate random prices within a range
program your customers to pay
calculate and give change
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!