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Understanding the world
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.
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
Scratch Jr - Classroom decorations
Banner and bunting showing the Scratch Jr blocks and icons.
Grouped by category and great as an additional teaching resource or as decoration as part of a IT storage space, coding area or classroom display.
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 this site Scratch Desktop from GitHub
Great starter projects can be found at ScratchJr’s website.
Makecode Arcade - Coding Guide #2 - Arrakis Spice Harvesting Game
This is a complete guide for students 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:
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
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 (similar to the Legend of Zelda) 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 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.
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.
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
Bundle
MakeCode Summer Olympics
Just in time for Paris 2024 Summer Olympics
Bundle of 3 iconic summer Olympic events coded and explained in detail in these MakeCode Arcade tutorials.
Full game code
Build instructions
Code explanations
Game review resources
Debugging challenges
Flowcharts
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.
Animals - Design your own animal
A4 & A3 activity for children to design and label their own animal.
Prompt words given in boarder to help imagination.
tusk, trunk, tail, foot, shell, beak, head, horn, ear, arm, fingers, nose, hands
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)
Animal Hangman game - SMART Notebook
14 slides to be used as prompts for a spelling game.
Children asked to guess letters. CT or students can then can write them where they think they go in the spaces provided. If the letter is incorrect then the CT draws one part of the drawing (head, body, arms. legs). Children need to spell word correctly before the CT draws the Hangman image.
#Farm animals #Spelling #phonics #Handwriting
Science lesson on floating and sinking
Captain Silver has a problem.
He has to move his treasure but can only build his boat out of silver foil. How much treasure can he safely transport and what is the best design for his boat?
Each student is given a set amount of aluminium foil and a short time to build a boar for Captain Silver. They are asked to predict how much it will hold and test their prediction. The class then reflect on the best designs and make some conclusions as to the best ideas for Captain Silvers challenge.
You will need - Aluminium, Unifix cubes (or similar), a large tank of water/bath/sink.
Labelling the Body - Boy and Girl - Science
Activity sheet with a drawn body in the centre.
Labels for the upper, lower body and face provided. Students can cut and stick or link up with lines.
Great to photocopy onto A3 to increase the image size.
Individual, paired or group activity!
Inside the machine - Identify and label the parts of digital devices - Computing Unplugged
New and Updated for 2024
Resources Added:
Labeling activites for many modern devices including, Laptops, Desktops, iPads, iPhone, Smart Watches, Consoles (PS1, PS5 and Nintendo Switch), Controllers, VR Headset and Magic Mouse.
Keyword activities for learning, discussion and recall
Presentation to introduce main common components and what they do
Crossword and Word Search review resources
Write your own clue opportunities for Crossword Puzzles
Students are invited to look at the parts of modern digital devices and identify and name the main components they find plus discuss the similarities and differences inside evolving technology design.
**Components identified include **
Battery/Power supplies, Input devices (keyboard/Mouse/Pen), RAM, Storage (HDD/SSD), Motherboard (CPU/ GPU), Casing, Heat Sinks, Fans, Sensors, Ports, and more
How to use these resources
Each type of activity plays a crucial role in reinforcing understanding and retention of the keywords.
Whole Class Learning
Introduce each component and its function using the presentation provided. Encourage students to ask questions and relate the components to devices they use.
Show-and-Tell:
Use real-life components like a RAM card, hard drive, or a dismantled old computer or tablet. This hands-on view will help cement their understanding of where these components might be found and their physical appearance.
Matching Games: Students match component names with their functions and pictures displayed on the board. This can be done using sticky notes or digital drag-and-drop tools if using interactive whiteboard software.
Paired Work
Flashcard Creation:
Children create flashcards for each component to encourage discussion and deeper understanding.
Role-Play and guessing games: Pairs of students can choose a component and prepare a short role-play that explains their component’s function.
For example, one student could be the CPU and another could be the RAM, demonstrating how they interact within the device.
Quiz Each Other/20 Questions: Students can quiz each other trying to guess/find out the correct component.
Solo Recall
Labeling Exercise: All students try to label the parts using the keywords they have learned.
Crossword Puzzle: Create crosswords and the clues based on the functions of each component to help remember the terminology and functions.
Short Answer Quiz: Conduct a short quiz where students write the function of each component. This can help teachers assess individual understanding and retention of the keywords.
Make their own presentation about the 5 most important components in a digital device - ie - HDD, CPU, GPU, RAM and Sound Card.
Beebot prompt and activity resource - directions, control algorithm, computational thinking
Two activity sheets with Bee bot image, control breakdown and challenge space for independent learning.
1 - Sheet with instructions for use and control of Bee bot and a series of developing challenges for children to try.
2 - Sheet with the instructions then space for students or teacher to record their algorithm (instructions) so they can share/compare/hand in their solutions to a variety of challenges set out by the teacher.
Hidden numbers Power point for young Early Maths - Foundation Stage, KS1
Slides 1-20 with the digits covered by four panels - each one dissolves when clicked on. Children can learn interactively with the IWB taking turns to remove panels and trying to guess what number/digits are hiding underneath.
Slides can be reordered to make game reusable and allow for repeated independent learning.
Skills
Problem Solving, Number Sequencing, Counting, Teamwork, Predicting, Number recognition and group play.
Bundle
Scratch Jr - Command matching, Planners, Debugging Worksheets and Class Decorations
Elevate your coding lessons with young learners using these great resources.
Scratch Jr Classroom decorations (Banner, Bunting
Scratch Jr - Cut out tiles and flashcards
Scratch Jr - Matching games and worksheets
Scratch Jr - Coding Sequence and Explanation Activities
Scratch Jr Project Planning Sheets
Scratch Jr Project Reflection Sheets
Scratch Jr Debugging Challenges
Bonus Activity
Beebot prompt cards
All resources at a 59% discount when bought together in this bundle!
Scratch Jr. - Decoding Challenges - Differentiated Challenges
Scratch Jr. Assessment Activity Worksheets which challenge your students to decode simple Scratch Jr. Scripts by either drawing or writing what they think will happen.
18 scenarios in each set plus example answers and blank templates for students to design their own.
Combine literacy learning and sequencing language with logic and reasoning to improve your students understanding of computer coding and give them chances to practice how to explain a sequence of events or commands.
Differentiated for all abilities, covering
Sequencing
Logic
Green Flag, finger tap and bump triggers
Movement
Speed control
Loops and repeats
Size effects
Appearance - Hide and show
Messages
Sound
Linear and Parallel progression
Label the World continents and oceans - Geography and Understanding the world
Activity sheet with a large world map in the centre.
Labels for the continents and oceans at the top and bottom, students can cut and stick or link up with lines. They're then asked to find their home country and label it to understand where it is in the world.
Great to photocopy onto A3 to increase the map size.