The Micro:bit Educational Foundation is a UK-based not for profit organisation. The micro:bit is an affordable pocket-sized computer designed for children's learning. 20 million
children are learning with the micro:bit worldwide with 4.5 million micro:bit devices in 60 countries.
The Micro:bit Educational Foundation is a UK-based not for profit organisation. The micro:bit is an affordable pocket-sized computer designed for children's learning. 20 million
children are learning with the micro:bit worldwide with 4.5 million micro:bit devices in 60 countries.
A sequence of lessons that provide a pathway through six projects, ideal for getting started with the micro:bit. Students develop their use of some core computing concepts by coding and making practical projects including step counters, night lights, and games.
The sequence comprises six lessons:
Name badge
Beating heart
Emotion badge
Step counter
Night light
Rock, paper, scissors
Learning objectives
Students can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
Students can analyse problems in computational terms and have repeated practical experience of writing computer programs in order to solve such problems.
Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
Supplied resources
Lesson plans (Word)
Lesson slides (PowerPoint)
Student handouts
Sample micro:bit program files
England KS2 computing curriculum links
Students can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
Students can analyse problems in computational terms and have repeated practical experience of writing computer programs in order to solve such problems.
Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
Unit of 5 lessons aimed at pupils KS2 Year 6 in England( ages 10-11). They are introduced to variables and develop their understanding through a mixture of unplugged and practical programming activities. Pupils design and program the micro:bit to be a star-jump and step counter and a family activity selector.
The sequence comprises 5 lessons of approximately 60 minutes each:
Describing with variables
Using variables in algorithms and programs
Analysing, programming and evaluating step-counters
Planning to get active
Programming and evaluating a family activity picker
.
Learning objectives
can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation
have repeated practical experience of writing computer programs in order to solve problems
can evaluate and apply information technology
are responsible, competent, confident and creative users of information and communication technology
.
Additional skills
Creative thinking, collaboration, problem-solving, debugging, evaluation.
Supplied resources
Lesson plans (Word)
Lesson slides (PowerPoint)
Student handouts
Sample micro:bit program files
.
England KS2 computing curriculum links
design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
use sequence, selection and repetition in programs; work with variables and various forms of input and output
use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
.
England KS2 science curriculum links
Humans and other animals (year 6 program of study):
recognise the impact of diet, exercise, drugs and lifestyle on the way their bodies function.
Code.org CS Fundamentals links
Course F
Concepts included:
variables
algorithms
programming
nested conditionals
product development
Unit of five Computing and Music lessons aimed at KS2 Year 5 in England (ages 9-10). Pupils compose musical phrases and write algorithms to play their phrases on pitched instruments (e.g. glockenspiels).
They then program the micro:bit to play their phrases when events are triggered and and experiment with using the accelerometer. Finally, they consider whether the micro:bit can be used as a music-making device, especially for those who might not have access to instruments.
The unit comprises five lessons of approximately 60 minutes each:
Unplugged lesson composing musical phrases
Programming musical phrases in MakeCode
Unplugged lesson on communicating with gestures
Making the micro:bit into a musical instrument
Modifying music programs, reviewing learning and evaluating micro:bit as an accessible musical instrument
.
Learning objectives
can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation
have repeated practical experience of writing computer programs in order to solve problems
can evaluate and apply information technology
are responsible, competent, confident and creative users of information and communication technology
.
Additional skills
Creative thinking, collaboration, problem-solving, critical thinking, evaluation, researching, presenting.
.
Resources provided
Lesson plans (Word)
Lesson slides (PowerPoint)
Student handouts
Sample micro:bit program files
.
England KS2 computing curriculum links
design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems
solve problems by decomposing them into smaller parts
use sequence, selection and repetition in programs; work with … various forms of input and output
use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
.
England KS2 music curriculum links
play and perform in solo and ensemble contexts, … playing musical instruments with increasing accuracy, fluency, control and expression
improvise and compose music for a range of purposes using the inter-related dimensions of music
listen with attention to detail and recall sounds with increasing aural memory
.
Code.org CS Fundamentals links
Courses E, F
Concepts included:
algorithms & programs using conditionals
‘for’ loops
Unit of 3 lessons aimed at KS3 Year 7 in England. Students learn about cryptography and undertaking practical unplugged activities to develop their logical reasoning and problem-solving skills. They write algorithms for a Caesar cipher and are introduced to writing Caesar ciphers in text-based programming using JavaScript and Python.
This unit forms the second part of the cyber security unit, though it can be used on its own and can be a good introduction to text-based programming, or a way to extend existing knowledge.
The lesson sequence comprises 3 lessons of approx. 60 minutes:
Introducing cryptography today and in history (World War Two)
Caesar cipher algorithms unplugged activity
Creating Caesar cipher programs with text-based programming
.
Learning objectives
can understand and apply the fundamental principles & concepts of computer science (logic, abstraction, algorithms, real world problem analysis and problem solving).
practical experience of writing computer programs to solve problems.
are responsible, competent, confident and creative users of information and communication technology
.
Additional skills
Problem-solving, collaboration, critical thinking, creative thinking, prototyping, presenting, researching.
.
Included resources
Lesson plan Word docs
Lesson slides PowerPoints
Student handouts
Program files
.
England KS3 Computing curriculum links
design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
use logical reasoning to compare the utility of alternative algorithms for the same problem
use two or more programming languages, at least one of which is textual, to solve a variety of computational problems
make appropriate use of data structures (for example, lists, tables or arrays);
understand simple Boolean logic (for example, AND, OR and NOT) and some of its uses in circuits and programming;
understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct and know how to report concerns.
Unit of 5 Computing and Geography lessons for KS2 Year 4 in England (ages 8-9) Through a mixture of fun unplugged and programming activities related to animations, pupils develop their understanding of decomposition, flowchart algorithms and repetition. They then write, program and test an animation showing volcanic eruption using the LEDs on the micro:bit.
The unit comprises 5 lessons of approximately 60 minutes each
Unplugged lesson decomposing dance sequences and flipbook animations
Using flowchart algorithms and exploring repetitions in the MakeCode editor
Unplugged lesson decomposing and planning volcanic eruption animations
Programming in MakeCode and reviewing and micro:bit animations
Unplugged lesson decomposing the unit’s learning
.
Learning objectives
can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation
have repeated practical experience of writing computer programs in order to solve problems
can evaluate and apply information technology
are responsible, competent, confident and creative users of information and communication technology
.
Additional skills
Creative thinking, collaboration, problem-solving, debugging.
.
Included resources
Lesson plan
Lesson slides
Student handouts
micro:bit program files
.
England KS2 computing curriculum links
design, write and debug programs that accomplish specific goals
use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
use sequence, and repetition in programs
.
England KS2 geography curriculum links
Describe and understand key aspects of physical geography, including: volcanoes and earthquakes
.
Code.org CS Fundamentals links
Courses A and B
Concepts included
computational thinking
sequencing
events
flowchart algorithms
loops
Unit of 3 lessons aimed at KS3 Year 7 in England. Students gain a greater understanding of the importance of cyber security and explore the need to create strong password before writing algorithms and programs to create their own ‘strong password generator’ using the BBC micro:bit. Ideally, this unit should be taught after ‘Computing fundamentals’.
The Lesson comprises 3 lessons of approx. 60 minutes
Cyber security and ethical hacking
Password generator algorithms
Password generator programming, testing and evaluation
.
Learning objectives
can understand and apply the fundamental principles and concepts of computer science
have repeated practical experience of writing computer programs to solve problems
are responsible, competent, confident and creative users of information and communication technology
.
Additional skills
Problem-solving, collaboration, creative thinking.
.
Included resources
Lesson plan Word docs
Lesson slides PowerPoints
Student handouts
micro:bit program files
.
England KS3 Computing curriculum links
design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
use logical reasoning to compare the utility of alternative algorithms for the same problem
use two or more programming languages, at least one of which is textual, to solve a variety of computational problems
understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct and know how to report concerns
Unit of 5 Computing & Science lessons aimed at KS2 Year 4 in England (ages 8-9). Pupils develop their understanding of flowchart algorithms, selection and inputs and outputs by using electrical circuits and the BBC micro:bit to test the conductivity of different materials.
The unit comprises 5 lessons of approximately 60 minutes each:
Unplugged lesson building electrical circuits and testing materials
Unplugged lesson exploring selection and flowchart algorithms
Tinkering with inputs on the micro:bit using the MakeCode editor
Electrical conductivity testing with the micro:bit
Unplugged review, decomposing learning in the unit
.
Learning objectives
can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation
have repeated practical experience of writing computer programs in order to solve problems
can evaluate and apply information technology
are responsible, competent, confident and creative users of information and communication technology
.
Additional skills
Creative thinking, collaboration, problem-solving, testing.
.
Included resources
Lesson plan
Lesson slides
Student handouts
micro:bit program files
.
England KS2 computing curriculum links
design, write and debug programs that accomplish specific goals
solve problems by decomposing them into smaller parts, use sequence, selection,… in programs; work with … various forms of input and output
use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
.
England KS2 science curriculum links
Electricity (year 4 programme of study)
Recognise some common conductors and insulators
.
Code.org CS Fundamentals links
Course C
Concepts included:
flowchart algorithms
sequencing
events
conditionals
inputs/outputs
In this unit of 4 lessons students consider how a sensory classroom can be used to meet the needs of learners who are sensitive to sensory stimulus. They evaluate sensory aids to learn how they meet the needs of their users and use this understanding to plan and devise a classroom sensory aid using the micro:bit.
Ideally, this unit should be taught after ‘Computing fundamentals’ and assumes students have experience of writing algorithms using pseudocode and have used the MakeCode editor.
The unit comprises 4 lessons of approx. 60 minutes each:
Evaluating sensory learning environments
Writing algorithms and programs to sequence light patterns
Designing a sensory aid to meet a given criteria, including algorithms
Making and evaluating a sensory aid, including programming
.
Learning objectives
can understand and apply the fundamental principles and concepts of computer science
have repeated practical experience of writing computer programs in order to solve problems
can evaluate and apply information technology
are responsible, competent, confident and creative users of information and communication technology
.
Additional skills
Creative thinking, problem-solving, collaboration, evaluation.
.
Included resources
Lesson plan Word docs
Lesson slides PowerPoints
Student handouts
micro:bit program files
.
England KS3 Computing curriculum links
design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
use logical reasoning to compare the utility of alternative algorithms for the same problem
In this unit of 5 lessons pupils design sequenced algorithms for flashcards to help them learn a foreign language, developing their understanding of computational thinking. Aimed at KS2 Year 3 in England (ages 7-8) and builds on the ‘Nature art’ unit. Pupils then write programs to create digital flashcards using the micro:bit and test and evaluate their work.
The lesson sequence comprises:
Unplugged lesson discovering how flashcards work through algorithms
Programming abstracted images on the micro:bit LED display to make digital flashcards
Improving programs by introducing delays and spotting patterns
Experimenting (tinkering) with the MakeCode editor to discover more ways of using the display
Debugging, evaluating and consolidating computing concepts used in this unit.
.
Learning objectives
can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation
have repeated practical experience of writing computer programs in order to solve problems
can evaluate and apply information technology
are responsible, competent, confident and creative users of information and communication technology
.
Additional skills
Creative thinking, collaboration, problem-solving.
.
Included resources
Lesson plan Word documents
Lesson slides PowerPoints
Student handouts
micro:bit code files
.
England KS2 computing curriculum links
design, write and debug programs that accomplish specific goals
use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
Use sequence in programs; work with outputs
.
England KS2 foreign languages curriculum links
explore the patterns and sounds of language through songs and rhymes and link the spelling, sound and meaning of words
develop accurate pronunciation and intonation so that others understand when they are reading aloud or using familiar words and phrases
.
Code.org CS Fundamentals links
Courses A and B
Concepts included:
computational thinking
algorithms & programming
sequencing
events
debugging
In this unit of 5-6 computing lessons aimed at KS3 Year 7 in England, students learn about ‘health tech’, the use of technology to improve health. They develop and apply their knowledge and understanding of computational thinking and real-life problem-solving by working in teams to create their own prototype health tech innovation.
Lesson sequence:
Research health issues and technology
Brainstorm health tech innovation ideas
Innovation prototyping
Prototyping & preparing presentations
5/6. Health tech prototypes showcase (can run over two lessons)
.
Learning objectives
understand and apply the fundamental principles & concepts of computer science.
gain practical experience of writing computer programs to solve problems.
evaluate and apply information technology, including new or unfamiliar technologies analytically to solve problems
be responsible, competent, confident and creative users of information and communication technology.
.
Additional skills
Problem-solving, collaboration, critical thinking, creative thinking, prototyping, presenting, researching.
.
Included resources
Lesson plan Word doc
Lesson slides PowerPoint
Student handouts
Sample micro:bit code files
.
England KS3 Computing curriculum links
design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
use logical reasoning to compare the utility of alternative algorithms for the same problem
use two or more programming languages, at least one of which is textual, to solve a variety of computational problems
make appropriate use of data structures (for example, lists, tables or arrays)
understand simple Boolean logic (for example, AND, OR and NOT) and some of its uses in circuits and programming
understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct and know how to report concerns
undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users
create, re-use, revise and re-purpose digital artefacts for a given audience, with attention to trustworthiness, design and usability
In this unit of 4 art and computing lessons for KS2 Year 3 in England (ages 7-8) pupils create nature representations, firstly using art materials and are introduced to computational thinking and programming the LEDs on the micro:bit.
Learning objectives
can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation
have repeated practical experience of writing computer programs in order to solve problems
can evaluate and apply information technology
are responsible, competent, confident and creative users of information and communication technology
.
Additional skills
Creative thinking, collaboration, problem-solving.
.
Included resources
Lesson plan Word docs
Lesson slides PowerPoint
Student handouts
Sample micro:bit code files
.
England KS2 computing curriculum links
design, write and debug programs that accomplish specific goals
use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
use sequence in programs; work with outputs
.
England KS2 art and design curriculum links
improve their mastery of art and design techniques, including drawing, painting and sculpting with a range of materials
.
Code.org CS Fundamentals links
Courses A and B
Concepts included:
computational thinking
algorithms
programming
sequencing
events
debugging
This unit of 5 lessons is aimed at pupils aged 9-10 (KS2 Year 5 in England) comprising editable plans, slides and student resources to teach data through a variety of unplugged and physical computing activities. Students write and evaluate algorithms and programs using selection and repetition to use micro:bit as a temperature recorder, an automatic warning system and a digital assistant. You will ideally use physical micro:bits for these lessons, although you can also use the simulator.
The unit comprises five lessons of approximately 60 minutes each:
Research lesson on understanding, locating and using data
Exploring the micro:bit’s sensors
Unplugged lesson designing gadgets with sensors
Using sensors in algorithms and programs
Programming digital assistants
.
Learning objectives
can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation
have repeated practical experience of writing computer programs in order to solve problems
can evaluate and apply information technology
are responsible, competent, confident and creative users of information and communication technology
Additional skills
Researching, design thinking, problem-solving, debugging.
.
Included resources
Lesson plan Word documents
Lesson slides PowerPoints
Student handouts
micro:bit program files
.
England KS2 computing curriculum links
Students should be taught to:
design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems;
solve problems by decomposing them into smaller parts, use sequence, selection,… in programs; work with … various forms of input and output
use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
.
England KS2 geography curriculum links
Students should be taught to:
use fieldwork to observe, measure, record and present the human and physical features in the local area using a range of methods including … digital technologies
.
Code.org CS Fundamentals curriculum links
Courses C, D, E
Concepts included:
data
algorithms & programs using nested loops & conditionals (if/else if)
sensors
variables (strings)
This unit of work offers 6 complete lessons aimed at consolidating computing fundamentals for pupils in the first year of secondary school (England KS3 Year 7). Students are introduced to the core concepts of computational thinking, programming and computer systems through unplugged activities and physical computing with the BBC micro:bit.
No prior learning is assumed and this is an ideal introduction for students to ensure they have a shared understanding of these important elements of computing.
The lesson sequence includes:
Computational thinking: paper aeroplane algorithms
Computational thinking: prototyping
Programming: modifying code, testing & debugging
Programming: iteration & selection
Computer systems: parts of a system
Evaluation & showcase
.
Learning objectives
understand and apply the fundamental principles & concepts of computer science.
gain practical experience of writing computer programs to solve problems.
evaluate and apply information technology, including new or unfamiliar technologies analytically to solve problems
be responsible, competent, confident and creative users of information and communication technology.
.
Additional skills
problem-solving
collaboration
creative thinking
.
Included resources
Lesson plan Word documents
Lesson slides PowerPoints
Student handouts
.
England KS3 computing curriculum links
Students should be taught to:
design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
use logical reasoning to compare the utility of alternative algorithms for the same problem
use two or more programming languages, at least one of which is textual, to solve a variety of computational problems
understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systems
understand how instructions are stored and executed within a computer system
undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users
create, re-use, revise and re-purpose digital artefacts for a given audience, with attention to trustworthiness, design and usability