Activity set
Students will learn the basics of coding by programming a delivery van to drive around simple routes. They will sequence instructions and use simple repetition commands in a visual program.
Resources | Key |
---|---|
• Rapid Router game: www.codeforlife.education/rapidrouter • Glossary • Recognise common uses of Computer Science beyond school | Vocabulary: Programming terms appear in blue Assessment: Key questions appear in red |
Students’ previous experience
In the early years, students should have had some experience of giving each other instructions to move – e.g. ‘playing robot’, keying instructions to control a floor robot such as a Beebot.
Learning expectations
In this activity set, the students will:
• Create simple algorithms to move on-screen vans around different routes
• Understand that when a computer does something, it follows instructions called code
• Predict the outcome of a partner’s program
• Debug their simple programs
• Use simple repeat loops
• Create a programming challenge for a partner, using logical reasoning to predict the outcome
Teaching Preparation
Familiarise yourself with the website and Rapid Router game [fig AS.1]
Set up your class accounts to record progress and save new maps created by students (see guide at www.codeforlife.education)
Note the difference between the turning instructions in this game to other programs or floor robots such as BeeBot. Turn right means drive around the corner to the right, going from grid line to grid line [fig AS.2]
If you have used floor robots or Scratch, this is very different from the ‘turn on the spot’ meaning to turn ‘right’ and ‘left’
You will need to explain to the students that there are different programming languages. Each instruction in each language has a precise meaning in that language
Differentiation: not all students will cover all levels. Unplugged tabletop activities will support most pupils, and the extension activities should stretch the more advanced
fig. AS.1 (Rapid Router level page) | fig. AS.2 (Directions) |
Links to the National Curriculum for Computing PoS
Key Stage 1 | Key Stage 2 |
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• 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 • Use technology purposefully to create, organise, store, manipulate and retrieve digital content • Recognise common uses of information technology beyond school | • Use sequence, selection, and repetition in programs |
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