Code-It Workbook 2: Choices In Programming Using Scratch
21 pages
English

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21 pages
English

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Description

Code IT Primary Programming Series

Basic computer coding is now among the most important skills a child can have for their future. There are many programming languages designed specifically for children to begin their studies, but the Scratch programming language, already recognised in schools around the world, is widely considered as the ideal place to begin programming in early education.

The highly successful Code-It series is a comprehensive guide to teaching Scratch to children in a classroom setting. It is designed for the UK-based KS2 curriculum but can easily be used to supplement other programming courses for children between the ages of 7 and 11.

There are four pupil workbooks designed to work in conjunction with the Code-It teacher handbook. They provide structure and resources for the children, including optional homework activities to extend to learning outside the classroom.

Workbook 2 explains how to think, program and debug exciting programming projects such as Maths Quiz, Music Algorithm to Music Code, Slug Trail Game, Selection Investigation and Teach Your Computer To Do Maths . It also outlines how to use analytical computational thinking skills for algorithm design, algorithm evaluation, decomposition and generalisation; extend resilience and problem solving through the computational doing skills of converting algorithm into code and debugging; and consolidate sequence and repetition in programming whilst introducing selection and variable use.


Sujets

Informations

Publié par
Date de parution 13 novembre 2015
Nombre de lectures 1
EAN13 9781800317949
Langue English

Informations légales : prix de location à la page 0,0000€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.

Extrait

Code it Primary Programming
Coding Workbook 2 Choices
A complete Computer Science study programme for Key Stage 2 using the free programming language Scratch
Phil Bagge
First published in Great Britain in 2015 by
The University of Buckingham Press
Yeomanry House
Hunter Street
Buckingham MK18 1EG
The University of Buckingham Press

The moral right of the author has been asserted.
All rights reserved. No part of this publication may be reproduced, stored or introduced into a retrieval system or transmitted in any form or by any means without the prior permission of the publisher nor may be circulated in any form of binding or cover other than the one in which it is published and without a similar condition including this condition being imposed on the subsequent purchaser.
CIP catalogue record for this book is available at the British Library.
The Scratch images are used under the Creative Commons Attribution-ShareAlike license
http://creativecommons.org/licenses/by-sa/2.0/legalcode
Scratch is developed by the Lifelong Kindergarten Group at the MIT
Media Lab. See http://scratch.mit.edu .

ISBN 9781800317949
Contents
Section
How to use this book
2A. Maths Quiz
2B. Music Algorithm to Music Code
2C. Slug Trail Game
2D. Selection Investigation
2E. Teach Your Computer To Do Maths
How to use this book
Your teacher will instruct you when to use these resources. Please don t complete them until asked.
Each Scratch programming project has an overview page with further challenges that you can try at home.
One star challenges are the easiest and three star challenges are the hardest.
Remember in school it is your responsibility to fix/debug your own code and that is true at home as well. No one learns anything by having someone else do it for them!
If you get stuck you may want to try some of these strategies:
Read the code out loud. Does it make sense?
Explain the code to a favourite stuffed toy. (This is called rubber ducking).
Click on just one block of code: does it do what you think it should? If it does move on and try another block until you find the bug.
Save your work first. Break long code into smaller sections. Test each block separately. This is called divide and conquer.
Remember even professional programmers get stuck sometimes and have to find and fix bugs. This is normal and will help you become a more resilient problem solver.
You don t have to just stick to these challenges: if you spot something you want to create, go for it.
2 A . Maths Quiz
Create a Maths Quiz that detects if the answers are correct.
Computational Thinking
Algorithm Evaluation
Can you work out the steps (algorithm) that a human would take when asking a quiz question? Can you match the algorithm to the code blocks used?
Can you think of any everyday conditional selection examples of your own? Write them below.
Computational Doing
Conditional Selection
If you meet the condition one thing happens. If you don t meet the condition something else happens.
Variables
Variables are like pots that store things for you. You can always change what is in the pot.
Challenge Yourself At Home
Ask a parent or guardian if you can download Scratch 1.4 and install it on your computer or iPad. You can find the download a thttps://scratch.mit.edu/scratch 1.4/ .
On the iPad look for Pyonkee.
First Steps

Create your own quiz on a topic that you are interested in.
Next Steps

Can you add a question to your interactive displays you made in Year 3?
Further Steps

Can you write a question that uses or to compare the user's answer with the correct answer? It will need to be a numerical question.
Describe your project here
What did you enjoy doing? Did you discover any new effects? Did you struggle with anything? Remember all programmers make mistakes (bugs) and the best ones keep trying to find a way to fix things!

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