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The Scratch: The ideal place to begin programming! Key Stage 2
Programming Curriculum Guide Most primary teachers and pupils have
little - if any - experience programming. This book,
classroom-tested and perfected by the author through his website
code-it.co.uk, aids teachers in providing Key Stage 2 pupils with
an exciting and challenging computer science curriculum. Code It
can be used to supplement existing programming modules or as a
complete KS2 computer science program of study. It contains a
series of programming projects that gradually introduce pupils to
algorithm design and evaluation, generalisation and decomposition.
Pupils will learn how to use sequence, repetition, selection and
variables through becoming creators of a wide variety of
programming projects. Maths, literacy, humanities, gaming, music
and control skills are all put to the test. There are four pupil
workbooks to provide structure, resources and home learning links.
These are designed to work in conjunction with the teacher book. A
growing bank of online videos are also available, designed to help
teachers improve their own skills and take full advantage of the
cross-curricular benefits of developing depth in programming. The
Scratch programming language, already widely recognised in schools,
is freely accessible online or as a download at home. Scratch is
the ideal place to begin programming as there is no other system
that allows pupils to create such a wide variety of projects across
primary and secondary education. It also enables pupils to extend
their understanding independently through the Scratch online
community - the new computing curriculum is truly transformational!
Compute-IT will help you deliver innovative lessons for the new Key
Stage 3 Computing curriculum with confidence, using resources and
meaningful assessment produced by expert educators. With Compute-IT
you will be able to assess and record students' attainment and
monitor progression all the way through to Key Stage 4. Developed
by members of Computing at School, the national subject association
for Computer Science, and a team of Master Teachers who deliver CPD
through the Network of Excellence project funded by the Department
for Education, Compute-IT provides a cohesive and supportive
learning package structured around the key strands of Computing.
Creative and flexible in its approach, Compute-IT makes Computing
for Key Stage 3 easy to teach, and fun and meaningful to learn, so
you can: Follow well-structured and finely paced lessons along a
variety of suggested routes through Key Stage 3 Deliver engaging
and interesting lessons using a range of files and tutorials
provided for a range of different programming languages Ensure
progression throughout Key Stage 3 with meaningful tasks
underpinned by unparalleled teacher and student support Assess
students' work with confidence, using ready-prepared formative and
summative tasks that are mapped to meaningful learning outcomes and
statements in the new Programme of Study Creative and flexible in
its approach, Compute-IT makes Computing for Key Stage 3 easy to
teach, and fun and meaningful to learn. This is the first title in
the Compute-IT course, which comprises three Student's Books, three
Teacher Packs and a range of digital teaching and learning
resources delivered through Dynamic Learning.
The long-awaited and much needed book for teaching children to
code! Similar to Phil Bagge's How to Teach Primary Programming
using Scratch, Code It Crumble Creations will help primary teachers
deliver high-quality computing lessons using the Crumble
microcontroller. This is an invaluable resource for schools, and is
aimed at people with little or no coding experience. Perfect for
primary school computing lessons, home schooling and coding clubs,
this book will be sure to enrich other curriculum areas while
providing imaginative and flexible lesson ideas and techniques. The
scheme is designed for pupils between the ages of 5 and 11; it may
also be useful for older pupils with special educational needs. The
new computing curriculum is truly transformational and requires the
right support for teachers. Get your copy of Code It Crumbles
Creation today!
Code IT Primary Programming Series Basic computer coding is now
among the most important skills a child can have for their future.
There are many programming languages designed specifically for
children to begin their studies, but the Scratch programming
language, already recognised in schools around the world, is widely
considered as the ideal place to begin programming in early
education. The highly successful Code-It series is a comprehensive
guide to teaching Scratch to children in a classroom setting. It is
designed for the UK-based KS2 curriculum but can easily be used to
supplement other programming courses for children between the ages
of 7 and 11. There are four pupil workbooks designed to work in
conjunction with the Code-It teacher handbook. They provide
structure and resources for the children, including optional
homework activities to extend to learning outside the classroom.
Workbook 3 explains how to think, program and debug exciting
programming projects such as Counting Machine, Music Abstraction,
Random Word, Coin Sorter, Crab Maze, Toilet Fan, Car Park Barrier
and Angle Menu. It also explains how to use analytical
computational thinking skills for algorithm design, algorithm
evaluation, decomposition, generalisation and abstraction; extend
resilience and problem solving through the computational doing
skills of converting algorithm into code and debugging; expand
pupils' knowledge of sequence, repetition, selection and variable
use; introduce the basic use of a list; and program Lego models
using Lego Wedo and Scratch.
Code IT Primary Programming Series Basic computer coding is now
among the most important skills a child can have for their future.
There are many programming languages designed specifically for
children to begin their studies, but the Scratch programming
language, already recognised in schools around the world, is widely
considered as the ideal place to begin programming in early
education. The highly successful Code-It series is a comprehensive
guide to teaching Scratch to children in a classroom setting. It is
designed for the UK-based KS2 curriculum but can easily be used to
supplement other programming courses for children between the ages
of 7 and 11. There are four pupil workbooks designed to work in
conjunction with the Code-It teacher handbook. They provide
structure and resources for the children, including optional
homework activities to extend to learning outside the classroom.
Workbook 4 explains how to think, program and debug exciting
programming projects such as Times Tables Game, Perimeter, Clock,
Cartesian Coordinates, Translation, Enlargement & Rotation,
Primary Games Maker, Tilt Switch and Chat Bot. It also outlines how
to use analytical computational thinking skills of algorithm
design, algorithm evaluation, decomposition and generalisation;
extend resilience and problem solving through the computational
doing skills of converting algorithm into code and debugging;
develop pupils' knowledge of sequence, repetition, selection and
variable use; and program Lego models using Lego Wedo and Scratch.
Code IT Primary Programming Series Basic computer coding is now
among the most important skills a child can have for their future.
There are many programming languages designed specifically for
children to begin their studies, but the Scratch programming
language, already recognised in schools around the world, is widely
considered as the ideal place to begin programming in early
education. The highly successful Code-It series is a comprehensive
guide to teaching Scratch to children in a classroom setting. It is
designed for the UK-based KS2 curriculum but can easily be used to
supplement other programming courses for children between the ages
of 7 and 11. There are four pupil workbooks designed to work in
conjunction with the Code-It teacher handbook. They provide
structure and resources for the children, including optional
homework activities to extend to learning outside the classroom.
Workbook 2 explains how to think, program and debug exciting
programming projects such as Maths Quiz, Music Algorithm to Music
Code, Slug Trail Game, Selection Investigation and Teach Your
Computer To Do Maths . It also outlines how to use analytical
computational thinking skills for algorithm design, algorithm
evaluation, decomposition and generalisation; extend resilience and
problem solving through the computational doing skills of
converting algorithm into code and debugging; and consolidate
sequence and repetition in programming whilst introducing selection
and variable use.
Code IT Primary Programming Series Basic computer coding is now
among the most important skills a child can have for their future.
There are many programming languages designed specifically for
children to begin their studies, but the Scratch programming
language, already recognised in schools around the world, is widely
considered as the ideal place to begin programming in early
education. The highly successful Code-It series is a comprehensive
guide to teaching Scratch to children in a classroom setting. It is
designed for the UK-based KS2 curriculum but can easily be used to
supplement other programming courses for children between the ages
of 7 and 11. There are four pupil workbooks designed to work in
conjunction with the Code-It teacher handbook. They provide
structure and resources for the children, including optional
homework activities to extend to learning outside the classroom.
Workbook 1 provides all the pupil resources to accompany Year 3,
Chapter 2 of the teacher resource book How to Teach Primary
Programming Using Scratch, including optional homework activities
to extend learning outside the classroom. It explains how to think,
program and debug exciting programming projects such as Smoking Car
Game, Music Machine, Conversation, Interactive Display and Dressing
up Game. It also outlines how to use analytical computational
thinking skills for algorithm design, algorithm evaluation,
decomposition and generalisation.
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