Key Stage 2 Scratch, Python and Kodu (Beginners)
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1 Key Stage 2 Scratch, Python and Kodu (Beginners)
2 The Aims By the end of this session, you will have: Explored a progression of beginner activities in Scratch a visual programming language Programmed new worlds in Kodu, Game Creation Software Explored Python as a text-based (scripting) programming language
3 Programming Software
4 Scratch Activities Visual Programming Controlling Characters Music Machine Etch a Sketch Racing Car Ping Pong Maths Quiz Diameter and Perimeter Other Examples
5 Scratch Programming A visual programming language that allows children to build computer programs by snapping statements together like Lego blocks using drag and drop.
6 The Scripts Panel where you build the commands to run your program The Scratch Interface The Stage - where your program is run Different Sets of Commands The Sprite the object you control Different Blocks of commands
7 Controlling Characters When the flag is clicked: 1. Move the sprite - Forever 2. Keep turning the sprite around 3. Animate the sprite 4. Add a backdrop 5. Add a sound 6. Insert another sprite to catch!
8 Music Machine 3. Write the program for each button Button 1 1. Draw 3 buttons 2. Import a sound Button 2 Button 3
9 Create etch a sketch
10 if...then selection
11 Racing Car Game
12 Ping Pong Game Key Words / Ideas forever loop if then selection variable score / speed Challenges Create your own version. Can you create a two player game? Player 1 controls: up & down Player 2 controls: w & s Add a points value - You win when you get 5 points
13
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15 Maths Quiz Program a Maths Quiz in Scratch that uses the selection if then. else Selection Allows the program to make choices according to a condition: if then..else Variables Something your program might need that changes score speed time
16 Program a Maths Quiz in Scratch that uses selection if then. else.. Key Words / Ideas if else Selection Variable for score Algorithm to code
17 Use the selection blocks when and if then to sense when something is going to happen Felix and Herbert Game Key Words forever loop when selection block if... then selection block variable score
18 Felix and Herbert Activity Create a backdrop Add 2 sprites Felix chases Herbert Herbert faces Felix and moves with the computer mouse When Felix catches Herbert, switch costume to dead! Add a variable called score, add 1 point forever and if Herbert is caught, broadcast it and 100 points.
19 Felix and Herbert
20 Felix and Herbert Felix the Cat Make a variable
21 Key Vocabulary Sequence All of the steps that are followed in order Debugging Find and fix mistakes in a program Variables Something your program might need that changes score speed time Repetition Statements that perform a repeat (or loops) Forever, Repeat Selection Allows the program to make choices according to a condition: if then..else
22 Sequence What shape have I programmed with my sequence of instructions? What will happen to my character in this sequence?
23 Generalisation Phil Bagge Adapting a solution that solved one problem to solve another. Diameter of circle = radius * 2 Algorithm Perimeter of pentagon= length* 5 Code
24 Debug Find and Fix All programmers make mistakes Mistakes and debugging is a normal part of the programming cycle Not the teachers job to debug pupil s code It encourages independence
25 Other Examples Escape the room Flappy Bat 10 Block Challenge
26 Python Programming Python is a text-based (scripting) programming language.
27 Navigating IDLE/Shell Open IDLE / Shell *9 30/6 Open New Window/File - Save - Helloworld.py
28 Python Programming Hello World Program In Python, a command called print displays the text on the screen print ('Hello World') print ( This is my first program ) Save File Run, Run Module
29 Variables and Comments 1. Variables may be though of as boxes within our program where we can place data (numbers or text). We can then use the contents of the boxes within our program and that the values assigned to our variable (the contents of our boxes) may change as our program runs.
30 Programming in Pairs a software development technique in which two programmers work together at one workstation. One, the driver, types in code while the other, the navigator, reviews each line of code as it is typed in. The two programmers switch roles frequently. The Driver Types the code Thinks completing task using observer as a guide The Navigator Thinks direction of outcomes Suggests improvements Looks for problems in the code
31 AREAS 1. WORLDS AND CHARACTERS 2. PATHS 3. KODU RACES
32 Support Website
33 Scratch Junior ipads only
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37 Solve It! Next, create a sequence for a character and put it into full screen mode. Play the sequence Circle the commands needed for that algorithm
38 Solve It!
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