Programming and Scratch
To tell a computer what to do, you need to speak the right kind of language: a programing language. Beginners often start with simple programming languages such as Scratch. Instead of typing out code, you build scripts with ready-made coding blocks.
Scratch is a visual programming tool that allows the user to create animations and games with a drag-and-drop interface. It allows you to create your own computer games, interactive stories, and animations using some programming techniques without actually having to write code.
I offer an introductory course in Scratch. This covers:
- An introduction to the Scratch website and the Scratch application
- The Scratch interface (stage area, programming area, coding blocks, Sprites, Backdrops, etc.)
- Exploring the “Events” tab to create starting blocks
- Exploring the “Looks” tab to change how the sprite looks on the stage
- Exploring the “Costumes” tab. How to create a new costume and edit it
- Using the “Looks” tab to change costumes, backdrops and make animations
- To create looped effects e.g a dancing character
- To create movement and actions. e.g. program the left cursor to move a sprite to the left, etc.
- To understand variables. How to use them to create a quiz
Cambridge ICT and Programming
- Unit four in the very first book “ICT Starters: Initial Steps” (fourth edition) is called “Starting Programming”. This book is often used with Year 2 and Year 3 Students in Primary Schools
- Unit one in the book “ICT Starters: Next Steps Stage 2” (fourth edition) is called “Exploring Programming”. This book is often used with Year 4 and Year 5 Students in Primary Schools
- Unit one in the book “ICT Starters: On Track Stage 2” (fourth edition) is called “Programming for a Purpose”. This book is often used in Secondary Schools
Programming is probably the most important topic in the Cambridge ICT Syllabus. It is featured in at least three units of the accompanying books as detailed above. There are several Programming languages/programs we cover in the Primary curriculum as detailed below:
- Tynker using their website. Tynker is a good place to start learning programming as the very first stages within their platform involve watching videos that go through what to do and how. It helps students get used to block-based programming that is used elsewhere, e.g. Minecraft and Scratch. Once children have explored Tynker a little bit and are familiar with block-based programming, I would move onto Minecraft as it is very similar. I would usually teach this in Year 2.
- Minecraft using the Hour of Code website. Once children know how to use the interface and how to start a level, they can usually work through “Ocean expedition” & “Hero’s Journey” without any help. But I will be “on tap” just in case they need it and at some stage, go through the answers with them. I would usually teach this in Year 2.
- MS Logo using the Turtle Academy website. Concepts such as Penup and Pendown require spatial thinking. MS Logo is also good for creating geometric shapes, etc. I would usually teach this in Year 3 for two or three lessons.
- Scratch programming can take place on their website or on their application. I would start to go through the basics in Year 3. In Years 4 and 5, I would go over them again and obviously explore Scratch in more depth.
- HTML, file management, and website design. I would start teaching the basics in year 4 and cover them again in Year 5. In Year 5, I would cover HTML in more depth and make sure they can all create a well-formatted website.
For more information, please do contact me
- Lectures 1
- Quizzes 0
- Duration Each lesson is 1 hour long
- Skill level Beginner
- Language English
- Students 5
- Assessments Yes