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Octostudio - Back to School Coding Projects
The “OctoStudio - Back to School - Differentiated Projects” guide is an invaluable resource designed to support primary school teachers and children learn basic coding skills. This resource leverages visual cues, step-by-step instructions, and the PRIMM (Predict, Run, Investigate, Modify, Make) teaching methodologies to create an engaging and effective learning experience.
Project titles
All about me
Disco Dancing
Collecting Coins
Class Tally Chart
Virtual Pet
Maze Game
Each of the six projects in the guide is designed to be initially built by following the provided step-by-step instructions, allowing students to grasp the fundamental coding concepts. Once they complete the guided project, students are encouraged to innovate by modifying and expanding the project, giving them the agency to explore their creativity and personalize their learning experience.
This approach not only reinforces the coding skills they’ve learned but also fosters critical thinking and problem-solving abilities.
Additionally, the guide includes blank planning sheets, offering students or teachers the opportunity to design and document their own unique projects, further empowering students to take ownership of their learning journey as they progress from beginner to more advanced levels.
Key Benefits:
Differentiated Learning: The guide provides projects that cater to various skill levels, ensuring all students can progress at their own pace. This differentiation makes it suitable for diverse classrooms, where students may have varying degrees of familiarity with coding.
PRIMM Methodology: By using the PRIMM approach, the guide helps students develop a deep understanding of coding concepts. This methodology encourages students to predict outcomes, run code, investigate errors, modify code, and finally make their own projects, fostering a thorough learning process.
Visual and Interactive Learning: The use of visual cues and interactive elements in OctoStudio makes coding accessible and engaging for young learners. This approach reduces the cognitive load on students, making it easier for them to grasp abstract concepts.
Thematic Relevance: The projects are centered around a back-to-school theme, starting with an “All about me” project and a “Classroom Pet” project, making the content relatable and interesting for students. This thematic approach helps to maintain student engagement while teaching essential coding skills.
Teacher-Friendly: The guide is designed to be easy for teachers to implement, even those with limited coding experience. It provides clear instructions and support, enabling teachers to confidently lead coding lessons and support their students effectively.
Scratch Jr - 2024 Summer Olympic Projects
Great summer resource for 2024
Creating Scratch Jr animations while learning about the 2024 Olympics is a great cross curricular activity.
Scratch Jr (a free app on Apple and Android devices) has a super child friendly interface, ideal for young children, allowing them to learn basic programming concepts by sequencing command blocks to create simple animations.
Create animated simulations of the following sports
Relay race
Swimming
Sailing
Archery
Hurdles
Gymnastics
Football (Soccer) Penalty and Passing
Basketball
Cycling
This resource introduces the following fundamental programming concepts.
Sequencing
Loops
Events
Conditionals
Parallelism
Testing and Debugging
Each tutorial has clear and concise, child friendly instructions, graphical guidance and example block sequences so students can feel confident making their own coded animations.
By following these tutorials students will be able to sequence commands and events to create fun animations, practice new language as they describe what is happening and write their own innovations too!
All of these ideas and concepts are transferable so children can begin to develop animations of their own, reflecting their own favourite activities, hobbies and sports.
Scratch Jr - Debugging Challenges
These engaging activities challenge learners to fix broken code sequences. With opportunities to draw or write the corrections students can really show their understanding of the command sequences.
These differentiated worksheets, chellenge students to identify “bugs” and offer up solutions in the form of a written sentence or a drawing. This pack also includes editable blank pages so you can create cut and paste your own activities too. Using these as a whole class on in smaller groups can really open up quality discussions and opportunities for children to explain their thinking and help build coding confidence and fluency from a young age.
Scratch Jr serves as a beginner’s coding language, empowering children between the ages of 5 and 7 to craft their own captivating stories and animations. By simply connecting graphical programming blocks, kids can bring characters to life, making them move, speak, dance, and interact. With the paint editor, children can customize characters, incorporating their unique voices, sounds, and even personal photos. The programming blocks serve as the magic wand, enabling children to animate their characters and unleash their imagination.
ScratchJr is available free from the Apple and Android stores, plus on desktops using the GitHub site.
Great starter projects can be found on the ScratchJr Site for free help showing students what the blocks can do.
Maps of UK and Europe with flags and labels to connect
Line maps of the UK and Europe together with the country names and flags to connect.
Students can either label with lines or cut and stick labels into the correct nations.
Print/ photocopy onto A3 for a larger map.
Makecode Arcade - Coding Guide #1 - Make your own "Catching Game"
This is a complete guide for students to create their own “Catching” game using Makecode Arcade. Made to support a hands-on approach to coding, problem-solving, and creativity in game design. Students are encouraged to explore various key coding concepts as they gradually build their own working game. Each section focuses on small standalone game elements that can each be built and tested in a 30-60 minute lesson.
By using the PRIMM method (Predict/Run/Investigate/Make/Modify) students will deepen their understanding, learn to use key coding vocabulary and apply concepts as they enhance their own games.
This scaffolded process will reward them with, not only their own working game, but also a solid understanding of fundamental coding concepts and how to apply them in the process of game development.
Includes:
Introduction to using Makecode in schools
Step by Step game making guide - with detailed images and explanations
Video walk through of game making process on YouTube
PRIMM - Resources for Predict/Run/Investigate/Make/Modify stages of study
Keywords - Definition matching exercises, Word Searches and Crosswords to support the learning of new language
Innovation review pages - for planning changes and improvements
Asset Creation Guidance - How to use Makecode image editor and media tools
Multiple Choice Review Quiz - Questions, presentation and answer sheets
Flowcharts, Explanation and Project Planning resources
Review pages for WWW / EBI (What went well / Even better if…) reflections.
Skills Review Pre and Post reflection
Support your students as they make their own Catching Arcade Game.
PRIMM - teaching technique
Predict - Run - Investigate - Make - Modify
Throughout the series of lessons, students are encouraged to innovate and iterate on the game design, predict outcomes based on code snippets, run the program to verify predictions, and investigate the effects of code modifications. The project also highlights the importance of understanding game mechanics like sprite animations, player interactions, and scoring mechanisms.
*Catching Game
The players control a character in a world of falling objects. Various game elements like food, enemies, and power-ups are included to enhance the gaming experience. You’ll be expertly walked through the game creation process, including setting up sprites, game mechanics, countdown timers, and background music. Students are encouraged to experiment with the game design, predict outcomes, and make their own innovative modifications to understand the coding process better.
*Coding Concepts
Commands
Sequencing
Sprites
X - Y coordinates
Movement (Velocity X and Velocity Y)
Countdown Events
Overlap Conditional Rules
Variables (Lives, Points, Time)
High Score
Game Over Scenarios
ScratchJr - Student Project Planning Sheets
50 pages - 10 differentiated project ideas - plus blank sheets for your own projects.
These differentiated project planning sheets, offer 2, 3 and 4 scene boxes plus many topic ideas and all the ScratchJr blocks to plan with. Prepared on A4 sheets to give students a organised space to plan their own Scratch Jr projects on paper before building them with the device.
Planning and explaining the code, before building, is a great process for developing fluency and confidence with Scratch Jr, and programming in general. Equally, once students have built something they are proud of, recording the process to teach peers is a great review of their learning. This reflective process can really open up quality discussions and opportunities for children to explain their thinking and record their learning.
ScratchJr serves as a beginner’s coding language, empowering children between the ages of 5 and 7 to craft their own captivating stories and animations. By simply connecting graphical programming blocks, kids can bring characters to life, making them move, speak, dance, and interact. With the paint editor, children can customize characters, incorporating their unique voices, sounds, and even personal photos. The programming blocks serve as the magic wand, enabling children to animate their characters and unleash their imagination.
ScratchJr is available free from the Apple and Android stores,plus on desktops using the GitHub site.
Great starter projects can be found by searching for ScrathJr’s own site too, to help students learn what the blocks can do.
Minecraft Phonics - a-z
Minecraft - you may have heard of it, it's "a thing".
Here is the first set of Minecraft phonics. Letters a-z and a corresponding minecraft term to accompany them.
Images and words which will excite your students while still helping them learn the phonetic sounds and formation of all 26 letters.
a - apple, b - bricks, c - cake, d - door, e - enchantment table, f - furnace
g - glow stone, h - hopper, i - iron bars, j - jack o'Lantern, k - kitten, l - lever
m - minecart, n - nether portal, o - obsidian, p - piston, q - quartz stairs
r - redstone torch, s - sign, t - tripwire, u - update, v- vines, w - water, x - xbox, y - yellow wool, z - zombie pigman!
Fully editable for you to adapt and fit to your students!
Minecraft Phonics Flashcards - a-z
Minecraft - you may have heard of it, it's "a thing".
This set of Minecraft phonics flashcards has letters a-z each with a corresponding Minecraft term.
Images and words which will excite your students while still helping them learn the phonetic sounds and formation of all 26 letters.
a - apple, b - bricks, c - cake, d - door, e - enchantment table, f - furnace
g - glow stone, h - hopper, i - iron bars, j - jack o'Lantern, k - kitten, l - lever
m - minecart, n - nether portal, o - obsidian, p - piston, q - quartz stairs
r - redstone torch, s - sign, t - tripwire, u - update, v- vines, w - water, x - xbox, y - yellow wool, z - zombie pigman!
Scratch Jr - Reflection pages
Reflecting on student learning, especially in coding with platforms like Scratch Jr. in primary school, is crucial for several reasons:
Assessment of Understanding: Reflection allows teachers to assess how well students grasp coding concepts and apply them in practical situations. Use these reflection sheets to identify areas of strength and areas needing improvement.
Feedback Loop:
Reflective practices provide an opportunity for students to receive feedback on their coding projects. This feedback loop is essential for students to understand what they did well and where they can make enhancements in their coding skills.
Metacognition Development:
Reflecting on their coding experiences helps students develop metacognitive skills, which are essential for becoming independent learners. Through reflection, students learn to think about their own thinking processes, identify strategies that work best for them, and make adjustments accordingly. This metacognitive awareness is valuable not only in coding but in various other aspects of learning and problem-solving.
Identification of Misconceptions:
Reflective practices can help uncover misconceptions that students may have about coding concepts. By analyzing their thought processes and discussing their coding projects, educators can identify and address these misconceptions early on, preventing them from becoming entrenched and hindering further learning.
Promotion of Growth Mindset:
Encouraging reflection fosters a growth mindset among students. When students reflect on their coding experiences, they learn to view challenges as opportunities for growth rather than obstacles. They become more resilient in the face of difficulties and are more likely to persevere when encountering coding problems.
Documentation of Progress:
Reflection serves as a means of documenting students’ progress in coding. By keeping records of students’ reflections and the evolution of their coding skills over time, teachers can track individual progress and tailor instruction to meet students’ needs effectively.
Reflection plays a pivotal role in enhancing student learning in coding. It empowers students to become more proficient coders, fosters deeper understanding of coding concepts, and promotes a growth mindset conducive to lifelong learning.
Scratch Jr - Back to School Projects
This great new resource is designed to assist teachers in introducing young children to coding using Scratch Jr. It provides detailed and well structured tutorials that can be used throughout the first term of elementary classes. It focuses on engaging students in creative learning through exploration and play, using iPads, Chromebooks, or PCs.
Projects included
All about me
Places and people in my school
Catching the bus
Sound Buttons - (graphemes and phonemes)
Frog’s Adventure
Looping Birds
Jungle Dinner
Happy Sun
A Space Story
Suggested Lesson Uses
Introduction to Coding: Start with basic demos on how to use Scratch Jr., focusing on the interface and basic commands.
Storytelling and Animation: Encourage students to create simple animations and stories, enhancing their understanding of sequences and events.
Problem Solving: Use puzzles and challenges within Scratch Jr. to develop logical thinking and problem-solving skills.
Project-Based Learning: Assign projects that require students to design their own stories, advertisements or reports on current topics, promoting creativity and application of learned concepts.
School Routine Learning
Incorporate Scratch Jr. lessons into the regular school routine by dedicating specific times each week for coding activities. Begin with short, focused sessions that gradually increase in complexity. Integrate coding with other subjects, such as math and language arts, to provide a multidisciplinary approach to learning.
Peer-to-Peer Tutorials
Encourage peer-to-peer learning by having students who grasp the concepts quickly tutor their classmates. Create small groups where students can collaborate on projects and share their knowledge. This not only reinforces their own understanding but also fosters a collaborative learning environment.
Handouts
Provide students with these sheets as handouts that serve as quick reference guides and help students independently navigate through their projects. Students can confidently follow the step-by-step instructions which cater to various learning styles.
Student Innovation Opportunities
Promote innovation by allowing students to explore Scratch Jr. beyond the structured lessons. Encourage them to experiment with different commands and features to create unique projects. Provide opportunities for students to present their projects to the class, highlighting their creativity and problem-solving skills. Use these presentations as a platform for constructive feedback and further learning.
Exploration and Play
Emphasise the importance of play in learning by allowing students to freely explore Scratch Jr. Encourage them to try new things, make mistakes, and learn from them. Use play-based activities to teach coding concepts in a fun and engaging way.
By incorporating these strategies, you can introduce young children to the world of coding, fostering a love for technology and creativity in their early education.
MakeCode Arcade - Summer Olympics Coding - Long Jump Game
Ignite the Spirit of the Olympics in Your Classroom with MakeCode Arcade!
Introduce your students to the thrilling world of coding and game development with the Summer Olympics Long Jump Simulator. This comprehensive tutorial is tailored for primary school teachers and designed for beginners, making it an ideal resource to engage young minds in a fun and educational experience.
Files included
Student Self Assessment Before / After
Predict Phase - Detailed explanations to share with students as they look at the game code
Make Phase - Step by Step guides to create working programs
Opportunities to debug, innovate and iterate the design
Why Choose the Summer Olympics Long Jump Simulator?
Engaging and Educational: Combines the excitement of the Olympic Games with the foundational principles of coding, ensuring students are captivated while they learn.
Easy-to-Follow Tutorial: Step-by-step instructions guide students through the creation of their very own long jump simulator game, fostering independence and creativity.
Innovative Learning: Encourages students to innovate and develop their game further, sparking their imagination and problem-solving skills.
PRIMM Coding Lessons: Integrates the PRIMM (Predict, Run, Investigate, Modify, Make) approach, ensuring a structured and effective learning process.
Flexible and Adaptable: Perfect for classroom settings or individual learning, with ample opportunities for customization and enhancement.
Transform your classroom into an Olympic arena of coding champions with the Summer Olympics Long Jump Simulator!
Summary of the Tutorial
The Summer Olympics Long Jump Simulator tutorial provides a structured, step-by-step guide for primary students to create a playable long jump game using MakeCode Arcade. The tutorial is designed to be beginner-friendly, ensuring that students with no prior coding experience can successfully build and enjoy their game.
Key Features:
User-Friendly Instructions: Detailed steps with visual aids to guide students through each phase of game development.
Interactive Learning: Hands-on coding exercises that reinforce learning through practical application.
Creative Freedom: Opportunities for students to customize and enhance their game, fostering innovation and creativity.
Makecode Arcade Coding Guide 3 - The Legend of Esmarelda - RPG
This is a complete guide for students to create their own “Legend of Esmerelda” simple RPG game using Makecode Arcade. This comprehensive set of resources are created to support a hands-on approach to coding, problem-solving, and creativity in game design. Students and teachers are guided through sign up, code exploration and game creation, learning key coding concepts as they gradually build their own working game. Each lesson focuses on small standalone game elements that can be explored, built and tested in a 40-60 minute session.
By using the PRIMM method (Predict/Run/Investigate/Make/Modify) students will deepen their understanding of how the code works, learn to use key vocabulary and apply computer science concepts as they build depth into their own games.
This scaffolded process will reward them with, not only their own working game, but a solid understanding of fundamental coding concepts and how to apply them in program development.
Includes:
Introduction to using Makecode in schools - Sign up and class management
Skills Review - Pre and Post reflection
Step by Step game making guide - with detailed images and explanations
PRIMM - Resources for Predict/Run/Investigate/Make/Modify stages of study
Keywords - Definition matching exercises, Word Searches and Crossword activities to support the learning of new language
Innovation planning pages - for planning changes and improvements
Debugging Resources - play testing feedback forms
Asset Creation Guidance - How to use Makecode image editor and media tools
Flowcharts, Explanation and Project Planning resources
Review pages for WWW / EBI (What went well / Even better if…) reflections.
Support your students as they make their own exciting arcade games.
PRIMM - teaching technique
Predict - Run - Investigate - Make - Modify
Throughout the series of activities, students are encouraged to predict outcomes based on code snippets, run the program to verify predictions, investigate the effects of code modifications and then innovate and iterate on the game design. The process highlights the importance of creating game assets like sprites and tilemaps, as well as understanding game mechanics in game variables, player interactions, and scoring mechanisms.
The Legend of Esmerelda
This game provides an engaging and dynamic experience where players must explore maps and battle against ghosts on their way to finding the treasure. Fully expandable and ready for further student innovation through adding extra enemies, levels and power-ups.
Coding Concepts
Commands
Sequencing - Events
Sprites - Player, Enemy and Projectile
Theme Music
Tiles and Tilemaps
Projectiles with direction variables
Movement (Velocity X and Velocity Y)
Countdown Events
Overlap Conditional Rules
If … then, Else if … else, decisions
Variables (Direction, Lives, Points, Time)
Game Over Event
Makecode Arcade - Coding Guide #2 - Arrakis Spice Harvesting Game - UPDATED
NEW ADDED - fully editable PPTX file added for adaptation.
This is a complete guide for students and teachers to create their own “Arrakis Spice Harvester” game using Makecode Arcade. Made to support a hands-on approach to coding, problem-solving, and creativity in game design. Students and teachers are guided through exploration and creation learning key coding concepts as they gradually build their own working game. Each lesson focuses on small standalone game elements that can be explored, built and tested in a 30-60 minute session.
By using the PRIMM method (Predict/Run/Investigate/Make/Modify) students will deepen their understanding, learn to use key coding vocabulary and apply concepts as they build depth into their own games.
This scaffolded process will reward them with, not only their own working game, but a solid understanding of fundamental coding concepts and how to apply them in program development.
Includes:
NEW ADDED - fully editable PPTX file added for adaptation.
Introduction to using Makecode in schools
Skills Review Pre and Post reflection
Step by Step game making guide - with detailed images and explanations
Video walk through of game making process on YouTube
PRIMM - Resources for Predict/Run/Investigate/Make/Modify stages of study
Keywords - Definition matching exercises, Word Searches and Crosswords to support the learning of new language
Innovation planning pages - for planning changes and improvements
Debugging Resources
Asset Creation Guidance - How to use Makecode image editor and media tools
Flowcharts, Explanation and Project Planning resources
Review pages for WWW / EBI (What went well / Even better if…) reflections.
Support your students as they make their own exciting arcade games.
PRIMM - teaching technique
Predict - Run - Investigate - Make - Modify
Throughout the series of activities, students are encouraged to innovate and iterate on the game design, predict outcomes based on code snippets, run the program to verify predictions, and investigate the effects of code modifications. The process highlights the importance of understanding game mechanics like tilemaps, in game variables, player interactions, and scoring mechanisms.
Arrakis Spice Harvesting Game
This game provides an engaging and dynamic experience where players must strategically calculate risk against reward as they strive to achieve the highest score from each level.
Coding Concepts
Commands
Sequencing
Sprites
Theme Music
Tiles and Tilemaps
Status Bars
Movement (Velocity X and Velocity Y)
Countdown Events
Overlap Conditional Rules
If … then … else, level progression
Variables (Lives, Points, Time)
High Score
Game Over Events
Guided Reading - About the setting
Differentiated activity sheet for students to describe the setting.
Lined area for writing and boxes for drawing or text. Editable instruction box at the bottom.
Literacy, Guided Reading, Setting, AF6, AF2, Describing a setting, location, story
Punctuation Graph
Students read their reading book and then tally/count up the number of times they see punctuation (. , "" ABC).
Very good for Guided Reading and editable if you want to add other punctuation : ; () ?!
5 Quick Write - Fantasy image prompts - Sample Sheets
Free resource to see the quality of the images in the fantasy writing prompts
Number sequencing 1-20
SWF file so open with Internet Explorer or other browsers.
Numbers, ordering, sequencing, game for PC, rotation activity
Children complete challenges in order, sequencing 6 numbers.
1-6
3-8
7-12
10-15
12-17
15-20
Children have a time limit and can progress through 6 simple stages to completion.
More or Less (PowerPoint) activity for Early Maths (Beans/Plants and Eggs/Chicks)
Slides have (1-10) Beans or Eggs on one side the children are asked to count them then predict how many Plants or Chicks will appear. They are then asked to decide if this is more or less.
Slides get progressively harder mostly under 10 but some stretch the children to count to 20 near the end.
Beans - 12 slides - Each slide reveals the seeds which did not grow after children count.
Eggs - 13 slides
This activity was designed for a Reception class who were learning about life cycles, growing beans and hatching chicks, in the spring term.
(Easily adaptable to simplify or extend as needed for your students)
Easter Maths - under 20
Two maths worksheets for reception/Y1 students to count on and add single digits.
Introduction - Children asked to write numbers (0-29) into three rows of eggs.
Challenge 1 - Children asked to add single digits with counter markers to help them count on. Totals all between 5-15.
Challenge 2 - Children asked to fill in missing numbers in simple sums i.e. 3 + ? = 5