Discover millions of ebooks, audiobooks, and so much more with a free trial

Only $11.99/month after trial. Cancel anytime.

Learning Primary Programming with Scratch (Home Learning Book Years 5-6)
Learning Primary Programming with Scratch (Home Learning Book Years 5-6)
Learning Primary Programming with Scratch (Home Learning Book Years 5-6)
Ebook265 pages3 hours

Learning Primary Programming with Scratch (Home Learning Book Years 5-6)

Rating: 0 out of 5 stars

()

Read preview

About this ebook

This book, written by Phil Bagge and published in conjunction with Hampshire Inspection and Advisory Service (HIAS), has been devised for children of KS2 (Year 5 and 6) age to learn programming outside of school.

It contains a series of programming projects that gradually introduce children to algorithm design, evaluation and generalisation. Children will learn how to use selection, procedures and variables through becoming creators of a wide variety of programming projects. Maths, literacy, humanities, gaming and music are all put to the test. Read the short introduction to find out more.

The Scratch programming language, widely recognised in schools, is freely accessible online or as a download and is the ideal place to begin programming.

LanguageEnglish
PublisherLegend Press
Release dateOct 17, 2022
ISBN9781915054197
Learning Primary Programming with Scratch (Home Learning Book Years 5-6)

Read more from Phil Bagge

Related to Learning Primary Programming with Scratch (Home Learning Book Years 5-6)

Related ebooks

Teaching Methods & Materials For You

View More

Related articles

Reviews for Learning Primary Programming with Scratch (Home Learning Book Years 5-6)

Rating: 0 out of 5 stars
0 ratings

0 ratings0 reviews

What did you think?

Tap to rate

Review must be at least 10 words

    Book preview

    Learning Primary Programming with Scratch (Home Learning Book Years 5-6) - Phil Bagge

    Illustration

    Learning

    Primary

    Programming

    with Scratch

    Home Learning Book Years 5-6

    Phil Bagge

    Copyright © Phil Bagge 2022

    All rights reserved. No reproduction, copy or transmission of this publication may be made without written permission.

    Except for the quotation of short passages for the purposes of research or private study, or criticism and review, no part of this publication may be reproduced, stored in a retrieval system, copied or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, now known or hereafter invented, save with written permission or in accordance with the provisions of the Copyright, Design and Patents Act 1988, or under terms of any licence permitting limited copying issued by the publisher.

    This book is sold subject to the condition that it shall not, by way of trade or otherwise, be lent, resold, hired out, or otherwise circulated without the publisher’s prior consent in any form of binding or cover other than that in which it is published and without a similar condition including this condition being imposed on the subsequent purchaser.

    Any person who does any unauthorised act in relation to this publication may be liable to criminal prosecution and civil claims for damages.

    ISBN 978-1-91505-4-180

    Contents

    INTRODUCTION

    About these book

    Prior Knowledge needed

    Resources Needed

    Ages

    Symbols

    Helping children who are stuck

    CHAPTER ONE

    Revisiting the learning from Book

    CHAPTER TWO

    Introducing Condition-Starts-Action

    Making Choices

    CHAPTER THREE

    Introducing condition-ends-loop

    Playing Catch

    CHAPTER FOUR

    Introducing condition-switches-between-actions

    Pico & Terra

    CHAPTER FIVE

    Introducing Conditions inside loops

    Balloon Pop

    CHAPTER SIX

    Revising Count-controlled-loops using shape

    Introducing basic procedures

    Shape Procedures

    CHAPTER SEVEN

    Introducing Variables

    Karaoke

    CHAPTER EIGHT

    Introducing Variables that Change

    Oil Slick

    HOME EDUCATORS ANSWERS AND HINTS

    About these books

    If you picked these books up off the shelf and are leafing through them you deserve to know what they are and how they work before you buy them.

    The first half of this book is the young programmer’s workbook and the second half of this book is the home educators guide.

    This book is not a textbook you just give to a child and let them get on with it on their own. There are plenty of these copy code type books out there, this is not one of them. This book needs an active child home educator partnership.

    Prior Knowledge Needed

    You will both need the understanding of programming gained through the earlier book aimed at 7-9 year olds.

    Resources Needed

    To use these books you will need either a laptop, PC, Mac or Chromebook. If the budget is tight I recommend a Chromebook and a free Google account to make it work.

    The easiest way to use these resources is with internet access and a free Scratch account. In many chapters I will be sharing pre-made programs for you both to examine and learn from. If you wish to avoid internet access there is a link to download all the programs and the chapter 1 video and you can install offline Scratch.

    Research

    This book uses the latest research driven code comprehension methods. Your child needs to predict what code does, answer questions about it and modify existing code before creating new things. The home educator will be alerted to possible pitfalls and checks via the home educator section at the back of the book. I recommend you read that chapter and the answers before working with your child.

    Away from the computer

    Do not be surprised if we work offline to introduce new ideas through roleplay and offline exercises. These sections are really important. Do not let your child race through them. Check their understanding as they go. There is a special home educator symbol which denotes things to do together and in the home educator book there are hints to help your child if they get stuck. At the end of this chapter, there is an explanation of all the symbols used in the book and advice on how to help your child whilst encouraging independence and resilience.

    Timing

    A word on timing. Every child is different and so this book is not split into lessons. I recommend about an hour a week but you know your child best. Sometimes children will get excited about creating a project at those times a little more time to explore and create is useful. Most chapters follow a pattern of introducing a concept offline followed by code comprehension and then time to create online. When you see a new concept being introduced these are good longer break points.

    Ages

    These books are designed for children between the ages of 7-12. Older children will often have a greater advantage as they have greater reading and maths skills. Book one is designed for 7-9 year olds and this volume, Book 2 for 10-12 year olds, however, do not jump straight to this book set if your child is older. They need to cover the information in book 1 before moving on.

    Concepts covered (do not worry if this means nothing as that is part of our journey)

    •         Loops that are ended by conditions

    •         Conditional selection

    •         Conditions that start actions

    •         Conditions that switch between actions

    •         Conditions that are continually checked within indefinite loops

    •         Nested loops

    •         Variables that are used as placeholders

    •         Variables that increase or decrease

    •         Simple procedures

    •         Adaptable procedures

    Symbols

    Helping Children who are stuck

    The process is more important than the outcome. If your child is on task and puzzling something out give them time to do so. It is better to have 60% finished where that work is mainly the children’s own work than 100% finished where a home educator solved it for them.

    It is very important to establish a positive attitude towards problem solving. Computing science is very useful in that it calls errors bugs and finding errors debugging. Although all bugs are caused by humans, the language is much more impersonal than mistakes which imply blame or fault. Using bug and debugging language is helpful. It is also important to let children know that mistakes/bugs are a normal part of computing, that they are to be expected, that professional programmers write code that have bugs all the time and that the home educator will not be cross or upset if their work has bugs/mistakes.

    Promote the idea that it is not the

    Enjoying the preview?
    Page 1 of 1