day 1 getting to grips with computing

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Getting to grips with computing University of Brighton, School of Education Day 1 - Computational Thinking & Programming

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Page 1: Day 1 Getting to grips with computing

Getting to grips with

computing

University of Brighton, School of Education

Day 1 - Computational Thinking & Programming

Page 2: Day 1 Getting to grips with computing

Introductions

Page 3: Day 1 Getting to grips with computing

Who Wants to be a

Computing

Co-ordinator?

Page 4: Day 1 Getting to grips with computing

Score 1 point for each answer

you get right.

You get a bonus point if you

can also guess the correct key

stage.

Page 5: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be taught how to plan and give

instructions to make things happen [for

example,

programming a floor turtle, placing instructions

in the right order]

Page 6: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be taught how to plan and give

instructions to make things happen [for

example,

programming a floor turtle, placing instructions

in the right order] (KS1)

Page 7: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be able to develop a set of

commands to control the movement of a screen

image or robot; understand that a computer

program or procedure is a set of instructions to

be followed in a predetermined sequence.

Page 8: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be able to develop a set of

commands to control the movement of a screen

image or robot; understand that a computer

program or procedure is a set of instructions to

be followed in a predetermined sequence.

(KS2)

Page 9: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be able to understand that a

computer can control devices by a series of

commands, and appreciate the need for

precision in framing commands.

Page 10: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be able to understand that a

computer can control devices by a series of

commands, and appreciate the need for

precision in framing commands. (KS2)

Page 11: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be taught to understand what

algorithms are; how they are implemented as

programs on digital devices; and that programs

execute by following precise and unambiguous

instructions.

Page 12: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be taught to understand what

algorithms are; how they are implemented as

programs on digital devices; and that programs

execute by following precise and unambiguous

instructions. (KS1)

Page 13: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils 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.

Page 14: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils 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.

(KS2)

Page 15: Day 1 Getting to grips with computing

Score Check

Page 16: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be taught to use logical reasoning

to predict the behaviour of simple programs.

Page 17: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be taught to use logical reasoning

to predict the behaviour of simple programs.

(KS1)

Page 18: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be taught how to create, test,

improve and refine sequences of instructions to

make things happen and to monitor events and

respond to them [for example, monitoring

changes in temperature, detecting light levels

and turning on a light]

Page 19: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be taught how to create, test,

improve and refine sequences of instructions to

make things happen and to monitor events and

respond to them [for example, monitoring

changes in temperature, detecting light levels

and turning on a light] (KS2)

Page 20: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be taught to understand several key

algorithms that reflect computational thinking [for

example, ones for sorting and searching]; use

logical reasoning to compare the utility of

alternative algorithms for the same problem.

Page 21: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be taught to understand several key

algorithms that reflect computational thinking [for

example, ones for sorting and searching]; use

logical reasoning to compare the utility of

alternative algorithms for the same problem. (KS3)

Page 22: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be able to use a software

package to create a computer database so that

data can be captured, stored and retrieved.

Page 23: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should be able to use a software

package to create a computer database so that

data can be captured, stored and retrieved.

(KS2)

Page 24: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should understand that personal

information may be held on a computer, which

is of interest to themselves and their families.

Page 25: Day 1 Getting to grips with computing

1988 1999

2014 I made it up

Pupils should understand that personal

information may be held on a computer, which

is of interest to themselves and their families.

(KS2)

Page 26: Day 1 Getting to grips with computing

GAME OVER

Page 27: Day 1 Getting to grips with computing

ComputingAn introduction

Page 28: Day 1 Getting to grips with computing

Information

TechnologyDigital Literacy

Computer

Science

Page 29: Day 1 Getting to grips with computing

“The core of computing is computer science”

—DfE, National Curriculum

Information

TechnologyDigital Literacy

Computer

Science

Page 30: Day 1 Getting to grips with computing

“A high-quality computing education

equips pupils to use computational

thinking and creativity to understand

and change the world.”

—DfE, National Curriculum

Page 31: Day 1 Getting to grips with computing

What is computational thinking?

Page 32: Day 1 Getting to grips with computing

– Jan Cuny, Larry Snyder, and Jeannette Wing

“Computational thinking is the thought processes

involved in formulating problems and their

solutions so that the solutions are represented in

a form that can effectively be carried out by an

information-processing agent.”

Page 33: Day 1 Getting to grips with computing

Abstraction

Logical reasoning Generalisation

Decomposition

Pattern recognition Algorithmic thinking

Page 34: Day 1 Getting to grips with computing

– Jan Cuny, Larry Snyder, and Jeannette Wing

“Computational thinking enables you to bend

computation to your needs. It is becoming the

new literacy of the 21st century.”

Page 35: Day 1 Getting to grips with computing

Computational thinking and programmingkey stage 1

Page 36: Day 1 Getting to grips with computing

Subject content for KS1

Pupils should be taught to:

• understand what algorithms are; how they are

implemented as programs on digital devices; and

that programs execute by following precise and

unambiguous instructions

• create and debug simple programs

• use logical reasoning to predict the behaviour of

simple programs

Page 37: Day 1 Getting to grips with computing

Algorithms

“understand what algorithms are; how they are

implemented as programs on digital devices; and that

programs execute by following precise and

unambiguous instructions” - Subject content KS1

An algorithm is a sequence of precise and

unambiguous instructions that are followed in order to

achieve a specific outcome.

Page 38: Day 1 Getting to grips with computing

Precise and unambiguous

instructions

Inside your envelope is a photograph of a simple

LEGO model. You need to write a sequence of precise

and unambiguous instructions so that someone else

could make the same model without seeing the

photograph.

You may only use words. Pictures of any kind are

strictly forbidden!

Page 39: Day 1 Getting to grips with computing

Coffee break11:15-11:30

Page 40: Day 1 Getting to grips with computing

Debugging

“create and debug simple programs” - Subject content

KS1

Debugging is the process of finding and correcting

errors in a computer program.

Page 41: Day 1 Getting to grips with computing

Create a simple program

Program Roamer to draw a T shape. Plan the

sequence of instructions first using your cards. When

you’re happy with your instructions, try them out on

Roamer.

If it isn’t right first time, debug your program until you

get the desired result.

Page 42: Day 1 Getting to grips with computing

Using Repetition

What is the most efficient program that you can write

that will produce a square? Use your cards to plan

your sequence and then test it out.

R x [ sequence of commands to repeat ]

x represents the number of times you want to repeat

the sequence.

Can you produce an equilateral triangle using the

same pattern?

Page 43: Day 1 Getting to grips with computing

Logical reasoning

“use logical reasoning to predict the behaviour of

simple programs” - Subject content KS1

“Logical reasoning: a systematic approach to solving

problems or deducing information using a set of

universally applicable and totally reliable rules.”

Page 44: Day 1 Getting to grips with computing

Logical reasoning activity

Which of the 3

programs will

produce the picture

shown here?

Page 45: Day 1 Getting to grips with computing

Subject content for KS1

Pupils should be taught to:

• understand what algorithms are; how they are

implemented as programs on digital devices; and

that programs execute by following precise and

unambiguous instructions

• create and debug simple programs

• use logical reasoning to predict the behaviour of

simple programs

Page 46: Day 1 Getting to grips with computing

Computational thinking and programmingkey stage 2

Page 47: Day 1 Getting to grips with computing

Subject content for KS2

Pupils 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, 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

Page 48: Day 1 Getting to grips with computing

Sequence, repetition

& selection

“use sequence, selection, and repetition in programs” - Subject

content KS2

Sequence: putting instructions in an order where each one is

executed one after the other

Repetition: one or more instructions are repeated a number of

times or until a condition is met or the program is stopped

Selection: instructions are executed depending on whether a

particular condition is met

Page 49: Day 1 Getting to grips with computing

Blockly Maze

Work through the Maze activity at

https://blockly-games.appspot.com

NB: This activity introduces the key programming

concepts of sequence, repetition and selection

If you complete this activity, have a go at the Bird

activity.

Page 50: Day 1 Getting to grips with computing

Lunch break12:30-1:15

Page 51: Day 1 Getting to grips with computing

Decomposing problems

“solve problems by decomposing them into smaller

parts” - Subject content KS2

Decomposition is the process of breaking a problem

down into smaller problems so that ultimately the

bigger problem can be solved.

Page 52: Day 1 Getting to grips with computing

Simple Pong game

http://scratch.mit.edu/projects/51633850/

Can you make the paddle move left and right when the

left and right arrow keys are pressed?

Tip: click the ‘See inside’ button to view and edit the

code for this project.

Page 53: Day 1 Getting to grips with computing

Inputs & Outputs

“work with […] various forms of input and output” -

Subject content KS2

Hardware such as a keyboard, a mouse, a camera or

a sensor is used to input data to a computer.

Hardware such as a screen, a printer, speakers or a

motor driven robot is used to output data to a user.

Page 54: Day 1 Getting to grips with computing

MaKeyMaKey

makeymakey.com

Page 55: Day 1 Getting to grips with computing

Inputs & Outputs

Can you make a controller for the Pong game using a

MaKeyMaKey and some playdough?

Tip: remember that you need to be connected to earth

to make a complete circuit.

Page 56: Day 1 Getting to grips with computing

Variables

“work with variables” - Subject content KS2

Variables are containers for data. They enable us to

store, retrieve or change data. A variable could be

used in a game to keep track of a user’s score or to

remember a player’s name.

Page 57: Day 1 Getting to grips with computing

Simple Variables Example

http://scratch.mit.edu/projects/50476486

Page 58: Day 1 Getting to grips with computing

Box variable activity

The Pong game should work as follows:

- The user should be awarded a point every time the

ball hits the paddle.

- ‘Game over’ should be displayed if the user misses

the ball 3 times.

We need to use variables in both cases.

Page 59: Day 1 Getting to grips with computing

Using variables

in our Pong game

http://scratch.mit.edu/projects/51633850/

Can you make the score and miss-count variables

work correctly so that the user is awarded a point each

time the ball hits the paddle and the 'game over'

message is displayed when the user has missed the

ball 3 times?

Page 60: Day 1 Getting to grips with computing

Debugging at KS2

“design, write and debug programs that accomplish

specific goals” - Subject content KS2

This builds upon children’s experience of debugging at

KS1. As their programs become more sophisticated

the debugging becomes more challenging.

Page 61: Day 1 Getting to grips with computing

Coffee break2:30-2:45

Page 62: Day 1 Getting to grips with computing

Simple Broadcast Example

http://scratch.mit.edu/projects/50819486

Page 63: Day 1 Getting to grips with computing

Subject content for KS2

Pupils 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, 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

Page 64: Day 1 Getting to grips with computing

Discussion

What are the most effective pedagogies for

developing computational thinking?

Handout: Keith Turvey’s chapter on Computational Thinking.

Page 65: Day 1 Getting to grips with computing

Resources

There is a list of further learning

resources on the password

protected page at theSLATE.org

Page 66: Day 1 Getting to grips with computing

Evaluation

Please take a couple of minutes to complete our

simple online evaluation form:

goo.gl/DW8YPt

Thanks :)