Blog Post

We are software developers - Lesson 3 - Y3

  • by James Lewis
  • 22 Sept, 2017

Lesson Learning Objectives:  

  1. To copy an educational computer game example using selection and repetition.
  2. To understand and use variables.
  3. To start debugging computer programmes.
  4. Complete a digital self-assessment related to the success criteria and learning objectives.    

     
Link to maths game and code
Duplicate the code to make new questions and use more keys to ask a new question

All children should be able to:

Put Scratch blocks into the right order for game to work.

Use the if/then/else block correctly

Use the keyboard for input and the screen for output.

Complete self assessment and print-screen image.


Most children will be able to:

Use ASK  block correctly

Use WHEN  block correctly

Use SAY   block correctly

Complete self-assessment and print-screen image


Some children will be able to do

Select a variety of keys to link to individual questions.

Play an educational maths game made by a classmate.

Explain how the algorithm that underlies their game works

Use logical reasoning to detect and correct bugs in their games




Lesson 3 

Re-visit the example game to the children again and remind them about the purpose of games.

Re-visit how to find the code and explain what it does and how to find it.

Re-visit how to copy and paste a screen-shot into the self-assessment.


Show LO to children. Where can we find the block to copy the code example? Discuss

Show example:

https://scratch.mit.edu/projects/173455562/

 

How can we make more questions using the keyboard keys?

What input keys could you use?

 Re-introduce digital self-assessment related to success criteria of learning objectives    

 

 

Talk through the word bank:

Key Words

motion

looks

pen

control – events

sensing

operators

variables – data

scripts

Sequence – order of the code written

Selection – the programme will respond differently depending upon the correct/incorrect answer selected

Repetition – the programme will ask several questions

Variables – the scripts will keep track of the score/attempts/questions.

Algorithm – step by step guide/instructions to solve a problem.

Input – data supplied to the computer using a mouse/keyboard.

Output – Information produced by the computer on the screen or through the speakers.

Program – A set of instruction code understood by the computer to create an outcome.

Scratch Website Links

Explore examples of good games

https://scratch.mit.edu/explore/projects/all


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