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Introduction to Programming Year 1

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Page 1: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Introduction to Programming

Year 1

Page 2: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Lesson One

Students will:

• discuss and identify what everyday objects are controlled by

a computer

• understand the key terminology, input, output, control,

command, programming• identify what the input is to make an object work (output)

Engage: Week 1

Page 3: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

What is control?

Engage: Week 1

Page 4: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

car park barrier

press button barrier goes upEngage: Week 1

Page 5: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

input output

what you do-

command what happens

buttons

switches

levers

things move

things light upthings play

Engage: Week 1

Page 6: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Where can we find everyday

objects that use computer

control?

Engage: Week 1

Page 7: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Engage: Week 1

Page 8: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Can you identify the control

aspect of each object?

Engage: Week 1

Page 9: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

press button food warms up

microwave

Engage: Week 1

Page 10: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

light

press switch light turns onEngage: Week 1

Page 11: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

hand drier

press button air blows outEngage: Week 1

Page 12: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

pelican crossings

press button green man flashesEngage: Week 1

Page 13: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

cash machine

press buttons gives out moneyEngage: Week 1

Page 14: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

washing machines

press buttons spins and washesEngage: Week 1

Page 15: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

photocopier

press ‘copy’ copies sheetEngage: Week 1

Page 16: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

DVD player

press ‘play’ plays a DVDEngage: Week 1

Page 17: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Self

Reflect

Engage: Week 1

Page 18: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Lesson Two-Three

Students will:

• Name the features of a programmable toy (Bee-Bot)

• Use the features of the toy to make it move

• Begin to understand what an algorithm is

• Begin to understand the term debug

Explore: Week 2-3

Page 19: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Can you name this object?

What can you tell me about this object?

How is the Bee-Bot controlled? Explore: Week 2-3

Page 20: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

press buttons Bee-Bot movesExplore: Week 2-3

Page 21: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Explore: Week 2-3

Page 22: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

What new computer based

programs do we use?

Explore: Week 2-3

Page 23: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Activity: Tinkering with a Bee-Bot.

Use the command cards to make the Fakebots or Bee-Bots move on the grid.

Take turns in your groups, so that everyone can have a go.

LI: To use the commands on the Bee-Bot to make

it move on a grid.

Explore: Week 2-3

Page 24: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Explore: Week 2-3

Page 25: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Explore: Week 2-3

Page 26: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Explore: Week 2-3

Bee-Bot

App

Page 27: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Move 5 steps forward. Move 3 steps forward and turn left.

Explore: Week 2-3

Page 28: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

An algorithm is a list of instructions or rules that

make something happen or work something out.

Explore: Week 2-3

Page 29: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Explore: Week 2-3

Page 30: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Students will:

• Write their own algorithms to make a human robot

move

• Begin to write code (instructions)

• Understand what the term bug means (mistake)

• Understand what the term debug means (fix a mistake)

Lesson Four

Engage: Week 4

Page 31: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

An algorithm is a list of instructions or rules that

make something happen or work something out.

Engage: Week 4

Page 32: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Move 5 steps forward. Move 3 steps forward and turn left.

Engage: Week 4

FD

FD

FD

FD

FD

FD

FD

FD

LT

Page 33: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

“What did I learn?”

Explain what an algorithm is.

An algorithm is testing it on paper first.

Algorithms are written a set of instructions to

do a task.

Tracing an algorithm is to describe computer

programs.

Engage: Week 4

Page 34: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Lesson Five-Six

Students will:

• understand what an algorithm is

• write algorithms (code) to program their Bee-Bot

• use directional language to write their algorithm

Elaborate: Week 5-6

Page 35: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

An algorithm is a list of instructions or rules that

make something happen or work something out.

Elaborate: Week 5-6

Page 36: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

What programming commands can we use?

What do they do?

How can we write them on our whiteboards?

FD

BK

LT RT

PauseClear

Elaborate: Week 5-6

Page 37: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Activity: Writing an algorithm to control the Bee-Bot.

Use the command cards and fakebots or Bee-Bots to create an algorithm to make the Bee-Bot move on the grid going from Star to Star.

Take turns in your groups, so that everyone can have a go.

I am going to create an algorithm to make the

Bee-Bot move on a grid.

Elaborate: Week 5-6

Page 38: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Elaborate: Week 5-6

Page 39: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Add to your challenge

start on silver star finish at the blue star

start on silver star finish at the blue star in the fewest moves

start on silver star finish at the blue star avoiding all red stars

start on silver star finish at the blue star travel over all yellow stars

start on silver star finish at the blue star pause on every green star

Elaborate: Week 5-6

Page 40: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Lesson Seven

Students will:

• write an algorithm for the best route for the Bee-Bot to move

on the map

• use directional language

• complete challenges (start, finish, avoid, pause)

• test and debug algorithms

Elaborate: Week 7

Page 41: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Elaborate: Week 7

Page 42: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Elaborate: Week 7

Page 43: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Elaborate: Week 7

Page 44: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Lesson Eight

Students will:

• reflect on their work

• know that you can represent data using a graph

• collect data for which is the best route for the Bee-Bot to move

on the map

• write information in a table

• draw a pictorial representation of their information on paper

• use a device to copy this representation

• talk about their work

Evaluate: Week 8

Page 45: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Australian Curriculum

Recognise and explore digital systems (hardware and software

components) for a purpose

Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems

Evaluate: Week 8

Page 46: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

What would the best route look like?

Would it be, the least amount of steps, the most?

The route that didn’t follow the challenge

descriptions?

Evaluate: Week 8

Page 47: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Evaluate: Week 8

Page 48: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Evaluate: Week 8

Page 49: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Doodle Buddy app

Evaluate: Week 8

Page 50: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Pictogram activityhttp://www.softschools.com/math/data_analysis/pictograph/make_you

r_own_pictograph/

Evaluate: Week 8

Page 51: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Self Reflection on the Unit of work

Page 52: Introduction to Programming - General Curriculum · Introduction to Programming Year 1 . Lesson One Students will: • discuss and identify what everyday objects are controlled by

Can you:

• Name some everyday objects that are controlled by a computer

• Understand the key terminology, input, output, control, command,

programming• Identify what the input is to make an object work (output)

• Name the features of a programmable toy (Bee-Bot)• Write an algorithm for the best route for the Bee-Bot to move on the

map

• Use directional language

• Test and debug algorithms • Collect information and draw a pictorial diagram

• Use a device to display information and talk about it