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Name Key Stage Primary Year
Area of Learning/Topic working
on at the moment at school e.g.
Pirates/ flight
Coding on iPads
Date:12 October 2016
Time:15:00-17:30
Max participants: 25
Session: Twilight 1 of 1
 Course Aims and objectives
 This course will introduce you to the concepts of coding and give you the opportunity to apply these practically. You will gain an
understanding of ways in which coding on the iPad can be used across the key stages to support teaching and learning.
 Apps covered:
 Cato’s Hike Lite
 Kodable
 Daisy the Dinosaur
 BeeBot
 Light Bot
 Junior Coder
 Scratch Jr
 Kids 'n' code
 Move the Turtle
 Cargobot
 Hopscotch
 Tynker
Incorporate topic into coding:
 Themes:
 Weather
 WWII – Morse code
 Egyptians – Hieroglyphics
 Space
 Vikings
 Pirates
 http://barefootcas.org.uk/my-curriculum-northern-ireland/
School Stage School Years Age Expected Level U.S.
Foundation Stage Primary 1 4-5 No assessment Pre-kindergarten
Primary 2 5-6 No assessment Kindergarten
Key Stage 1
Primary 3 6-7 Level 2 1st grade
Primary 4 7-8 Level 2 2nd grade
Key Stage 2
Primary 5 8-9 Level 4 3rd grade
Primary 6 9-10 Level 4 4th grade
Primary 7 10-11 Level 4 5th grade
Key Stage 3
Year 8 11-12 Level 5 6th grade
Year 9 12-13 Level 5 7th grade
Year 10 13-14 Level 5 8th grade
Key Stage 4
Year 11 14-15 No assessment Freshman/9th grade
Year 12 15-16 No assessment Sophomore/10th grade
Key Stage 5
Year 13 16-17 No assessment Junior/11th grade
Year 14 17-18 No assessment Senior/12th grade
Schedule
TIME LEVEL APPS METHOD
15:00 - Intro
15:10
15:25
Foundation Level The Foos,
Kodable
Lesson Plans
Curriculum links
15:45
16:00
Key Stage 1 BeeBot,
Scratch Jr
Lesson Plans
Curriculum links
16:20
16:40
17:10
Key Stage 2 Kids ‘n’ Code,
Hopscotch,
Tynker
Lesson Plans
Curriculum links
17:30 End
Foundation Stage
Algorithms
 http://barefootcas.org.uk/sample-resources/algorithms/
 Crazy Character
Foundation
Cato’s Hike Lite
Kodable
Move the Turtle
Daisy the Dinosaur
Daisy the Dinosaur
 Lesson Plans
 Curriculum links
 Classroom activities
 Kodable
Kodable – Programming Curriculum for Elementary
This award winning game and accompanying curriculum, is designed to teach
the basics of computer coding to kids 5 and up.The furry aliens, known as
Fuzzes were exploring space when their ship unexpectedly crashed on the
maze-covered planet Smeeborg. The naturally curious fuzzes need kids to
program them to explore all the colorful Technomazes on the planet’s surface.
----Coding basics for kids----
Kids learn the fundamentals of every modern programming language in a fun
and inviting way.
Kids Learn:
Sequence/ Order of operations
Algorithmic operations
Conditional logic statements
Problem solving skills
Higher level thinking skills
Collaboration skills
Communication skills
Critical thinking skills
Kodable
 Lessons
 Curriculum Links
 Classroom Activities
 Loop functions
 School map/plan, areas in school, quickest way, safest way, most fun route
Key Stage 1
Barefoot
http://barefootcas.org.uk/my-curriculum-northern-ireland/
http://barefootcas.org.uk/
KS1 Bee-Bots 1,2,3 Activity: An introduction to programming with Bee-Bot
Curriculum links
Computing
• understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and
unambiguous instructions;
• create simple programs
Maths Geometry – position and direction:
• Year 1: Pupils should be taught to: describe position, direction and movement, including whole, half, quarter and three-quarter turns
• Year 2: Pupils should be taught to: use mathematical vocabulary to describe position, direction and movement, including movement in a straight
line and distinguishing between rotation as a turn and in terms of right angles for quarter, half and three quarter turns (clockwise and anti-clockwise)
Introduction Pupils create sequences of instructions (an algorithm) to draw the shape of numeral e.g. 3. An algorithm is a sequence of instructions, or
a set of rules, for performing a specific task. Programming in this activity involves taking the algorithm and using it to program a Bee-Bot to navigate
a route tracing out the shape of the numeral. You and your pupils develop an understanding of programming. Your pupils will:
• work out the route to trace the shape of a numeral (e.g. 3): to do this they create an algorithm
• use the algorithm to help them program the Bee-Bot
• work as a team (collaborating)
Format: iPad App
 Choose a number and write an algorithm.
 Algorithm:
 ˈalɡərɪð(ə)m/
 noun
 a process or set of rules to be followed in calculations
or other problem-solving operations, especially by a
computer
Bee-Bot
 Lesson Plans
 Classroom Activities
 Curriculum Links
 Connected Learning
 Whole class activities
 Design your own themed maze: Pirates – buried
treasure (literacy/art)/ Money – Collect coins/
Shopping- collect products and total the costs
 Dress up as a robot – input commands written on
sheet of paper
Light Bot
Junior Coder
KS1 & 2 Scratch Jnr: An introduction to programming with Scratch Jnr
Scratch Jnr Suitable for younger learners
https://www.scratchjr.org/
Format: iPad App
Curriculum links
Thinking Skills and Personal Capabilities (TSPC)
Ask focused questions
Sequence, order and make comparisons
Make links between cause and effect
KS1 ScratchJr Tinkering Activity
UICT
Level 1
Explore a digital environment using simple commands
Talk about what they have done
Level 2
Enter commands to create a movement or change
Talk about how to improve their work
Scratch Jr Lesson Plans – animated genres classroom curriculum for grades k-2
 Knick knock:
 http://barefootcas.org.uk/barefoot-primary-computing-resources/computational-thinking-approaches/creating/ks1-activity-
scratchjr-knock-knock/
 Classroom Activities
 Curriculum links :
 Connected Learning
 WAU: Food for thought, My place and yours
 Describing animals
 Use Scratch to create a life on a farm presentation -Consider all the animals on a farm and generate a list of
 foods that they produce/ Wider World

 Make a Visit the zoo Scratch presentation. and find out about the variety of living things. Choose one of the
 animals in the zoo and find out how they grow, move and feed. Make a list of
 the people who work in the zoo. Talk about the pros and cons of zoos
 Animals’ Needs
 Suggested Learning Intentions
 • Recognise the options that contribute to a healthy lifestyle.
 • Recognise the similarities and differences between animal and human
 lifestyles.
YEAR 3 & 4 THEMATIC UNITS
Design a project around one of the thematic units or choose a topic you are working on at the moment.
Key Stage 2
KS 2 Kids ‘n’ code
Interested in exploring basic concepts of programming with your students? Kids’n’Code is an app
for iPads where students solve puzzles as they learn about coding. By identifying patterns and
working their way through different problems, students will build a foundation for understanding
how to code.
This simple and straightforward app is designed specifically for elementary students and inspired
by MIT’s Scratch programming language. Users move across the screen by providing a series of
commands for their animated creature to follow. Kids’n’Code is easy to use and a great way to
introduce youngsters to the basic concepts of programming.
Format: iPad App
Kids ‘n’ Code
 Lesson Plans
 Curriculum Links
 Classroom activities
 Connected Learning
Move the Turtle
 Lesson Plans
 Curriculum Links
 Classroom activities
 Connected Learning
Cargo Bot
 Lesson Plans
 Curriculum Links
 Classroom activities
 Connected Learning
Key stage 1 & 2 Thematic Units stem
These Thematic Units focus on Science, Technology, Engineering (including ICT), and Mathematics (STEM). The units also support the
statutory requirements for the Areas of Learning of the Northern Ireland Curriculum at Key Stage 2, in particular The World Around Us and
Mathematics and Numeracy.
Design a project around one of the thematic units or choose a topic you are working on at the moment.
Connected Learning: Key stage 1 & 2 Thematic Units
Design a project around one of the thematic units or choose a topic you are working on at the moment.
KS1 & 2 Hopscotch: An introduction to programming with Hopscotch
Goals of the Hopscotch Curriculum:
- Equip students with a solid foundation in programming fundamentals. - Expose students to coding culture: iteration, pair programming,
accepting feedback, sharing and attribution.
- - Enable students to learn transferrable coding skills that prepare them for diving into another programming environment (like Java or
Ruby.)
- - Build self-confidence and comfort taking risks and making mistakes. By learning to program, your students’ creative, analytical, and
abstract thinking skills will improve, and it will show in their performance in other disciplines. Coding is not just for future software
engineers
- —it’s something that anyone can and should explore! OVERVIEW 02 HELLO! This curriculum builds a foundation in the following
Computational Thinking principles: - Decomposition: breaking a problem into smaller problems
- - Generalization: seeing the bigger problem - Abstraction: understanding significant vs. insignificant details - Pattern Recognition:
deciding which parts repeat - Algorithm Design: a process to solve a problem
Format: iPad App
Hopscotch
 Lesson Plans
 Curriculum Links
 Classroom Activities
 Connected Learning
https://www.youtube.com/watch?v=lKpKfwchrpM
Tynker
 Tynker is the easiest way for children
to learn programming. Solve puzzles to
learn concepts, easily build your own
games, and control robots and drones
using our new step-by-step coding
tutorials. 50+ free starter templates
included for games, apps, drawing,
music, physics, and more. Additional
puzzle levels available as in-app
purchases.NEW! Draw your own actors
and backgrounds with the drawing tool!
https://www.tynker.com/hour-of-code/
Tynker
 Lesson Plans
 Curriculum Links
 Classroom Activities
 Connected Learning
Bit.ly evaluation
 bit.ly/TTAutumnTwilights
Project ideas
On the tiles
Shape and space
Hopscotch Expansion
 Lesson Plans
 Curriculum Links
 Classroom Activities
 Connected Learning
Coding on iPads
Coding on iPads
Coding on iPads
Coding on iPads
Coding on iPads
Coding on iPads
Coding on iPads
Coding on iPads

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Coding on iPads

  • 1. Name Key Stage Primary Year Area of Learning/Topic working on at the moment at school e.g. Pirates/ flight
  • 2. Coding on iPads Date:12 October 2016 Time:15:00-17:30 Max participants: 25 Session: Twilight 1 of 1
  • 3.  Course Aims and objectives  This course will introduce you to the concepts of coding and give you the opportunity to apply these practically. You will gain an understanding of ways in which coding on the iPad can be used across the key stages to support teaching and learning.  Apps covered:  Cato’s Hike Lite  Kodable  Daisy the Dinosaur  BeeBot  Light Bot  Junior Coder  Scratch Jr  Kids 'n' code  Move the Turtle  Cargobot  Hopscotch  Tynker
  • 4. Incorporate topic into coding:  Themes:  Weather  WWII – Morse code  Egyptians – Hieroglyphics  Space  Vikings  Pirates  http://barefootcas.org.uk/my-curriculum-northern-ireland/
  • 5. School Stage School Years Age Expected Level U.S. Foundation Stage Primary 1 4-5 No assessment Pre-kindergarten Primary 2 5-6 No assessment Kindergarten Key Stage 1 Primary 3 6-7 Level 2 1st grade Primary 4 7-8 Level 2 2nd grade Key Stage 2 Primary 5 8-9 Level 4 3rd grade Primary 6 9-10 Level 4 4th grade Primary 7 10-11 Level 4 5th grade Key Stage 3 Year 8 11-12 Level 5 6th grade Year 9 12-13 Level 5 7th grade Year 10 13-14 Level 5 8th grade Key Stage 4 Year 11 14-15 No assessment Freshman/9th grade Year 12 15-16 No assessment Sophomore/10th grade Key Stage 5 Year 13 16-17 No assessment Junior/11th grade Year 14 17-18 No assessment Senior/12th grade
  • 6. Schedule TIME LEVEL APPS METHOD 15:00 - Intro 15:10 15:25 Foundation Level The Foos, Kodable Lesson Plans Curriculum links 15:45 16:00 Key Stage 1 BeeBot, Scratch Jr Lesson Plans Curriculum links 16:20 16:40 17:10 Key Stage 2 Kids ‘n’ Code, Hopscotch, Tynker Lesson Plans Curriculum links 17:30 End
  • 9. Foundation Cato’s Hike Lite Kodable Move the Turtle Daisy the Dinosaur
  • 10. Daisy the Dinosaur  Lesson Plans  Curriculum links  Classroom activities
  • 11.  Kodable Kodable – Programming Curriculum for Elementary This award winning game and accompanying curriculum, is designed to teach the basics of computer coding to kids 5 and up.The furry aliens, known as Fuzzes were exploring space when their ship unexpectedly crashed on the maze-covered planet Smeeborg. The naturally curious fuzzes need kids to program them to explore all the colorful Technomazes on the planet’s surface. ----Coding basics for kids---- Kids learn the fundamentals of every modern programming language in a fun and inviting way. Kids Learn: Sequence/ Order of operations Algorithmic operations Conditional logic statements Problem solving skills Higher level thinking skills Collaboration skills Communication skills Critical thinking skills
  • 12. Kodable  Lessons  Curriculum Links  Classroom Activities  Loop functions  School map/plan, areas in school, quickest way, safest way, most fun route
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  • 17. KS1 Bee-Bots 1,2,3 Activity: An introduction to programming with Bee-Bot Curriculum links Computing • understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions; • create simple programs Maths Geometry – position and direction: • Year 1: Pupils should be taught to: describe position, direction and movement, including whole, half, quarter and three-quarter turns • Year 2: Pupils should be taught to: use mathematical vocabulary to describe position, direction and movement, including movement in a straight line and distinguishing between rotation as a turn and in terms of right angles for quarter, half and three quarter turns (clockwise and anti-clockwise) Introduction Pupils create sequences of instructions (an algorithm) to draw the shape of numeral e.g. 3. An algorithm is a sequence of instructions, or a set of rules, for performing a specific task. Programming in this activity involves taking the algorithm and using it to program a Bee-Bot to navigate a route tracing out the shape of the numeral. You and your pupils develop an understanding of programming. Your pupils will: • work out the route to trace the shape of a numeral (e.g. 3): to do this they create an algorithm • use the algorithm to help them program the Bee-Bot • work as a team (collaborating) Format: iPad App
  • 18.  Choose a number and write an algorithm.  Algorithm:  ˈalɡərɪð(ə)m/  noun  a process or set of rules to be followed in calculations or other problem-solving operations, especially by a computer
  • 19. Bee-Bot  Lesson Plans  Classroom Activities  Curriculum Links  Connected Learning  Whole class activities  Design your own themed maze: Pirates – buried treasure (literacy/art)/ Money – Collect coins/ Shopping- collect products and total the costs  Dress up as a robot – input commands written on sheet of paper
  • 21. KS1 & 2 Scratch Jnr: An introduction to programming with Scratch Jnr Scratch Jnr Suitable for younger learners https://www.scratchjr.org/ Format: iPad App Curriculum links Thinking Skills and Personal Capabilities (TSPC) Ask focused questions Sequence, order and make comparisons Make links between cause and effect KS1 ScratchJr Tinkering Activity UICT Level 1 Explore a digital environment using simple commands Talk about what they have done Level 2 Enter commands to create a movement or change Talk about how to improve their work
  • 22. Scratch Jr Lesson Plans – animated genres classroom curriculum for grades k-2  Knick knock:  http://barefootcas.org.uk/barefoot-primary-computing-resources/computational-thinking-approaches/creating/ks1-activity- scratchjr-knock-knock/  Classroom Activities  Curriculum links :  Connected Learning  WAU: Food for thought, My place and yours  Describing animals  Use Scratch to create a life on a farm presentation -Consider all the animals on a farm and generate a list of  foods that they produce/ Wider World   Make a Visit the zoo Scratch presentation. and find out about the variety of living things. Choose one of the  animals in the zoo and find out how they grow, move and feed. Make a list of  the people who work in the zoo. Talk about the pros and cons of zoos  Animals’ Needs  Suggested Learning Intentions  • Recognise the options that contribute to a healthy lifestyle.  • Recognise the similarities and differences between animal and human  lifestyles.
  • 23. YEAR 3 & 4 THEMATIC UNITS Design a project around one of the thematic units or choose a topic you are working on at the moment.
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  • 28. KS 2 Kids ‘n’ code Interested in exploring basic concepts of programming with your students? Kids’n’Code is an app for iPads where students solve puzzles as they learn about coding. By identifying patterns and working their way through different problems, students will build a foundation for understanding how to code. This simple and straightforward app is designed specifically for elementary students and inspired by MIT’s Scratch programming language. Users move across the screen by providing a series of commands for their animated creature to follow. Kids’n’Code is easy to use and a great way to introduce youngsters to the basic concepts of programming. Format: iPad App
  • 29. Kids ‘n’ Code  Lesson Plans  Curriculum Links  Classroom activities  Connected Learning
  • 30. Move the Turtle  Lesson Plans  Curriculum Links  Classroom activities  Connected Learning
  • 31. Cargo Bot  Lesson Plans  Curriculum Links  Classroom activities  Connected Learning
  • 32. Key stage 1 & 2 Thematic Units stem These Thematic Units focus on Science, Technology, Engineering (including ICT), and Mathematics (STEM). The units also support the statutory requirements for the Areas of Learning of the Northern Ireland Curriculum at Key Stage 2, in particular The World Around Us and Mathematics and Numeracy. Design a project around one of the thematic units or choose a topic you are working on at the moment.
  • 33. Connected Learning: Key stage 1 & 2 Thematic Units Design a project around one of the thematic units or choose a topic you are working on at the moment.
  • 34. KS1 & 2 Hopscotch: An introduction to programming with Hopscotch Goals of the Hopscotch Curriculum: - Equip students with a solid foundation in programming fundamentals. - Expose students to coding culture: iteration, pair programming, accepting feedback, sharing and attribution. - - Enable students to learn transferrable coding skills that prepare them for diving into another programming environment (like Java or Ruby.) - - Build self-confidence and comfort taking risks and making mistakes. By learning to program, your students’ creative, analytical, and abstract thinking skills will improve, and it will show in their performance in other disciplines. Coding is not just for future software engineers - —it’s something that anyone can and should explore! OVERVIEW 02 HELLO! This curriculum builds a foundation in the following Computational Thinking principles: - Decomposition: breaking a problem into smaller problems - - Generalization: seeing the bigger problem - Abstraction: understanding significant vs. insignificant details - Pattern Recognition: deciding which parts repeat - Algorithm Design: a process to solve a problem Format: iPad App
  • 35. Hopscotch  Lesson Plans  Curriculum Links  Classroom Activities  Connected Learning https://www.youtube.com/watch?v=lKpKfwchrpM
  • 36. Tynker  Tynker is the easiest way for children to learn programming. Solve puzzles to learn concepts, easily build your own games, and control robots and drones using our new step-by-step coding tutorials. 50+ free starter templates included for games, apps, drawing, music, physics, and more. Additional puzzle levels available as in-app purchases.NEW! Draw your own actors and backgrounds with the drawing tool! https://www.tynker.com/hour-of-code/
  • 37. Tynker  Lesson Plans  Curriculum Links  Classroom Activities  Connected Learning
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  • 43. Hopscotch Expansion  Lesson Plans  Curriculum Links  Classroom Activities  Connected Learning