EV682 Computing Session 1

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    COMPUTING

    COMPUTATIONAL THINKING AND

    PROGRAMMING IN THE NEW CURRICULUM

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    COMP

    UTING

    -KS1/KS2 Purpose of study

    A high-quality computing education equips pupils to use

    computational thinking and creativity to understand and

    change the world. Computing has deep links withmathematics, science, and design and technology, and

    provides insights into both natural and artificial systems.

    The core of computing is computer science, in which

    pupils are taught the principles of information and

    computation, how digital systems work, and how to putthis knowledge to use through programming. Building on

    this knowledge and understanding, pupils are equipped

    to use information technology to create programs,

    systems and a range of content. Computing also

    ensures that pupils become digitally literate able to

    use, and express themselves and develop their ideas

    through, information and communication technology at

    a level suitable for the future workplace and as active

    participants in a digital world.

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    COMP

    UTING

    -KS1/KS2 Aims

    The national curriculum for computing aims to ensurethat all pupils:

    can understand and apply the fundamental principles

    and concepts of computer science, including abstraction,

    logic, algorithms and data representation

    can analyse problems in computational terms, and

    have repeated practical experience of writing computer

    programs in order to solve such problems

    can evaluate and apply information technology,

    including new or unfamiliar technologies, analytically tosolve problems

    are responsible, competent, confident and creative

    users of information and communication technology.

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    COMP

    UTING

    -KS1/KS2 Key stage 1

    Pupils should be taught to:

    understand what algorithms are; how they are

    implemented as programs on digital devices; and thatprograms execute by following precise and unambiguousinstructions

    create and debug simple programs

    use logical reasoning to predict the behaviour of simple

    programs

    use technology purposefully to create, organise, store,manipulate and retrieve digital content

    recognise common uses of information technologybeyond school

    use technology safely and respectfully, keepingpersonal information private; identify where to go for helpand support when they have concerns about content orcontact on the internet or other online technologies.

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    COMP

    UTING

    -KS1/KS2 Key stage 2

    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 workand to detect and correct errors in algorithms and programs

    understand computer networks including the internet; how they canprovide multiple services, such as the world wide web; and theopportunities they offer for communication and collaboration

    use search technologies effectively, appreciate how results areselected and ranked, and be discerning in evaluating digitalcontent

    select, use and combine a variety of software (including internetservices) on a range of digital devices to design and create arange of programs, systems and content that accomplish givengoals, including collecting, analysing, evaluating and presentingdata and information

    use technology safely, respectfully and responsibly; recogniseacceptable/unacceptable behaviour; identify a range of ways toreport concerns about content and contact.

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    An introduction to logical thinking, algorithms and decomposing via floor robots

    EARLY PROGRAMMING

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    - Explore how to use the roamer

    - Create an equilateral triangle

    - Shall we dance? Synchronous dancing robots

    EARLY PROGRAMMING

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    MITCH RESNICK

    http://www.ted.com/talks/mitch_resnick_let_s_teach_kids_to_code.html
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    INTRO TO SCRATCH 2.0

    http://scratch.mit.edu/
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    FOLLOW-UP TASK DETAILS

    1. Sign up to the Scratch 2.0 community at http://scratch.mit.edu

    2. Add your Scratch community username to group Google doc

    3. Create a Scratch project that uses sequence, selection andrepetition (e.g. a game or an interactive story). If you need

    help to get you started, use the interactive help provided inScratch 2.0 (click small ? button near top-right corner).

    4. Share this project in the community by 14th Oct at the latest

    5. Take a look at 3 of your peer's projects (you might want to'Look Inside' to learn about what they've done) and leave acomment (by 21st Oct at the latest)

    6. Come to the next session ready to critically reflect upon yourexperience

    http://scratch.mit.edu/http://scratch.mit.edu/http://scratch.mit.edu/http://scratch.mit.edu/