Showing posts with label programming. Show all posts
Showing posts with label programming. Show all posts

Tuesday, 28 April 2015

What does it mean? Scratch terms you need to know



A brief guide to some of the key terms and features of popular coding tool Scratch.


Scratch is swiftly becoming one of the most popular tools for teaching coding in the classroom. We definitely recommend it - it's great fun and simplifies the programming process really well - but it does come with its own lingo, which teachers will need to know before they start using it with pupils.

The techno-whizz need go no further. This guide is for anyone who thinks hats are for heads, stages are for theatres and Sprite is a fizzy drink of lemon and lime.


Scratch user interface - Includes everything needed to create a project. On the left is the stage and sprite list, in the centre the blocks palette (filled with click-and-drag code fragments called ‘blocks’ - see below), and on the right the scripts/costumes/sounds editors.

Blocks - Puzzle-piece shapes which snap together to create code. There are 12 categories of blocks, including motion, looks, sound, pen, control, sensing, operators, and variables.

Sprites - Objects which are used to make up Scratch projects. They can be user-created, uploaded, or found in the sprites library.

Costume - Images used to define how a sprite looks. Costumes may be of these image formats: JPG, BMP, PNG, or GIF. Each sprite as at least one costume, but can have more – for example, the position of the arms and legs of a dancing sprite may change as it moves.

Stage - The term for the background of the project. It can have scripts, backdrops and sounds. No sprites can move behind the stage - the stage is always at the back layer.

Backdrop - Costumes for the stage. Backdrops are used to change the appearance of the stage.

Script - A collection or stack of blocks that all interlock with one another. They determine how the sprites interact with each other and the backdrop.

Hat block - The block used to start a script – for example, the hat block may program a game to begin when the green flag is clicked. Hat blocks are designed to sit at the top of a script, and no block can be place on top of them.

Green flag - A button which, when clicked, will start all scripts in that project that are hatted with the ‘When Green Flag Clicked’ block.

Stop sign - A button which, when clicked, stops the running project immediately.

Project sharing - Allows others to view your projects, look inside them, and remix them. To share your project, click the ‘share’ button in the orange bar above the project screen. Sharing a project shares it with users all over the world, so avoid including any personal information.

Project notes - Notes that accompany a shared project, explaining to others what the project is about and how to use it. They appear to the right of a shared project’s webpage, and are visible to all users.

For more information, visit: wiki.scratch.mit.edu/wiki/Scratch_Wiki_Home.

For ideas for using Scratch in the classroom, see Dylan Ryder's article, Starting from Scratch, in the most recent issue of Creative Teaching and Learning magazine.

Friday, 13 March 2015

Have you cracked the code of the new computing curriculum?

The new computing curriculum came into force back in September, so the pressure is now on to deliver outstanding results. Here, primary deputy head Anthony Sharp explains the steps his school has taken to successfully deliver new terrifying topics such as algorithms, logical reasoning and debugging.




In a recent survey from CPD for Teachers, 52 per cent of headteachers who responded said that they felt their school was not successfully delivering the new computing curriculum.

And it's not surprising. There have been seismic shifts in what we expect from teachers to deliver the new computing curriculum. ICT used to focus purely on computer literacy, teaching pupils how to use software packages - for example, creating PowerPoint presentations or producing documents in Word - and e-safety. With the new curriculum, the focus has changed to understanding how computers work, including how to program them.

We have good teachers here at Midfield Primary who are competent and can teach ICT to a more than acceptable standard. However, when we reviewed the new computing curriculum and compared it with our current teaching programme, clear gaps emerged. Quite quickly for example, we saw that there was a gap in programming skills in our school, as well as a lack of confidence from our teachers who were concerned that they would not be able to deliver parts of the new curriculum.

My suspicions were confirmed by the results of the aforementioned CPD for Teachers survey, which showed that we were in the same boat as many others. Forty-four per cent of schools who felt they were not delivering the new computing curriculum effectively had also not received any face-to-face training.

First steps
It was clear that our teachers needed more guidance. We needed to prioritise computing curriculum training to re-set teachers’ thinking, eradicate the fear of programming and give them further information on how to deliver it effectively. We selected a course that met our needs in terms of being practical and hands-on from the start. It covered the fundamentals of computing programming through exciting tasks such as drawing computer graphics, creating simple games and interfacing with the real world.

Resetting thinking
When you talk to someone who doesn’t like maths, there’s often no particular reason they don’t like it - they just don’t. The same applies to a lot of teachers and adults with computers. The approach taken in the training course really helped to break down those feelings and reset their thinking.

Now, for example, the teachers explore how they can engage the children in programming, rather than the preconceived idea, which was along the lines of opening up a computer and looking at wires. This gave them the confidence to approach it. Now, far less concerned about what they don’t know, they focus on what they do know. The cross curricular content from computing compared to science, English and maths is quite extensive, so using the skills and working with these experts to help deliver programming was a great starting point for our school.

Bringing coding to life
Much to our surprise, we didn’t even go near a computer at first! The course instructors had us push all the tables and chairs to the side of the room and literally walk through a program.

One of the methods we used was to create an obstacle course which was navigated by answering/asking questions. The responses to the questions determined the player's next step. This brought programming to life and helped us to understand the way that coding works. It was a simple way of demonstrating binary logic, and we will use this to introduce basic programming to our primary pupils.

In the afternoon, we applied the knowledge from the activities of the morning to digital situations. Overall, the face-to-face training was great and broke down any aversions teachers may have had about how to engage the children. It was fun, engaging and very motivational.

One tricky area for us in teaching the new curriculum to primary school children was making it engaging and fun for children of a young age. The course gave us some really innovative methods of delivery, which has helped us engage children so that they enjoy it.

Confidence to deliver
The feedback so far has been very positive. We now deliver and prepare for lessons as teams so that we can share the knowledge and use a collaborative approach. It has made our teachers less nervous and has increased confidence in the classroom, as it gives them ways to approach it and they are far less concerned about what they don’t know. The focus now is on what they do know and what other existing skills they can draw on to help them deliver programming.

Embrace the IT geniuses
The fear at our school for many teachers used to be that once you set children on their way, it’s possible that they will steam ahead of the adults. This is natural, as adults are scared to press the wrong button, whereas children don’t have that fear so are free to explore. We’ve learned not to fear this situation - in fact, the opposite! We are embracing the possibility of this as a positive outcome, and we can use those skills and even channel them into our own teaching.

We are still at the start of our journey but, I believe, in a good place to move forward in delivering the new computing curriculum with confidence.

Five top tips for delivering the new computing curriculum:
1. Focus on what the teachers already know.
2. Explore curriculum crossover from maths, English and science.
3. Invest in face-to-face training to give teachers confidence.
4. Team up in a collaborative effort to engage your class.
5. Focus on making it engaging and fun for both teachers and pupils.


Anthony Sharp is deputy headteacher at Midfield Primary School in Bromley, Kent. Midfield chose to prepare their teachers for the new computing curriculum with the CPD for Teachers 'How to teach programming' course. Find out more at: www.cpdforteachers.com.

Looking for a short but thorough introduction to programming? In this free training video and accompanying article, Chris Thomas explores the basics of programming and two tools that will make teaching it a lot simpler.

Thursday, 16 October 2014

The forces of fun! New workshop teaches kids the physics behind park attractions



Teachers and their children were blown away by Professor Blast’s Learning Lab at a sneak peek of Paultons Park’s unique schools' science experience.

From swings to cogs, weights to wheels, elevation to electricity, they had the chance to get hands on with the science that makes the park run – before going out onto the rides to feel the force of physics in practice.

And they became techies for the day, bringing their own mini ride to life by the power of computer programming.

The industry professionals, heads of science and ICT, headteachers and their families from across Dorset and Hampshire were welcomed to the family attraction in Romsey over the weekend of September 6 and 7 to experience its new interactive workshops.

Professor Blast’s Learning Lab uses the physics behind the park’s attractions to bring science vividly to life for children and is exclusively available for schools and uniformed groups, such as Brownies and Cubs.

With the quirky professor and his research assistant, Peter Petri, overseeing the lab, kids love the exciting mix of UV lighting, bubbling test-tubes, smoke and special effects.

Paultons Park Education Officer, Andy Chapman, said: “It was so much fun for the teachers to see their own children buzzing with excitement when they were doing the activities – and now they can’t wait to come back with their pupils.

“We’re really proud to see Professor Blast’s Learning Lab in action and we’re looking forward to welcoming school groups. 

“What makes it such an exciting ‘edu-tainment’ experience is that children can learn all about the science behind our rides before going into the park to experience them in practice.” 

With the capacity to host 35 children and their leaders, Professor Blast’s hands-on Science Explorer workshop explores forces and energy transfers, allowing children to investigate the dynamics of the park’s attractions.

And the Ride Programming – Control IT workshop offers a new understanding of how rides are technically programmed. The workshop is designed to develop IT skills and provides children the chance to programme their very own motorised Sky Swinger.

Professor Blast's Learning Lab mainly targets key stage 1 and 2. It will be used as a base for a number of school trips and educational workshops, where children will be able to book the interactive lab for a session as part of their school visit.



About Paultons Park
Paultons Park has more than 60 theme park rides and attractions – including the world’s only Peppa Pig World – but education is an important part of its remit, which has earned the park a Learning Outside the Classroom quality badge.

The Park has this year been voted in the top five UK school trips destinations, alongside the National History Museum and Edinburgh Zoo, as voted for by the readers and subscribers of UKedchat magazine.

The amazing mix of rides, birds and animals provides plenty of stimuli for learning on a range of subjects with an experienced education team on hand to guide learners through a full day of curriculum-based workshops. 

A day at Paultons Park
10am: School groups arrive, parking in the large-free car park. Tickets are issued and students head into the park.

10:15am: Head into the park, under the supervision of accompanying teachers. Experience the rides, or visit the many species of birds and animals. Staff can download the free resources from the Paultons Park website to support learning, or use the time for recreational purposes.


11.00am: Attend a pre-booked workshop in Professor Blast’s Learning Lab. Let the education team lead a hands-on exploratory session in its fully-themed lab. All of the interactives are based on rides in the park, allowing clear scientific links to be made between the workstations and the rides. Worksheets are provided to further focus the learning.

12:00pm: Visit the penguins for an informative and fun talk on the Park’s collection of Humboldt penguins.

12:30pm: Lunch in one of its numerous undercover picnic areas.

1:30pm: Continue to explore the park, under the supervision of accompanying teachers. Experience the rides, or visit the many species of birds and animals. Staff can download the free resources from the Paultons Park website to support learning, or use the time for recreational purposes. Alternatively, book another workshop in Professor Blast’s Learning Lab.

Other workshops and presentations
The new Learning Lab activities complement existing schools workshops. In the Feel the Force workshop, children can tour the park to explore the forces acting on their bodies and how they affect the rides. 

For older students, Paultons run a range of presentations looking at different aspects of the business. Marketing covers the main techniques Paultons Park uses to attract customers, and who they market to. Students can also learn about customer service at the park, covering information about its customers, how Paultons meets their needs, measures their satisfaction and communicates with them.

And the Paultons Business Programme includes information on the history of Paultons, its mission statement and core values, management structure, stakeholders, functional areas and responsibilities, customer information, how it communicates with its guests and the marketing mix.

“With all the excitement of a theme park all around them, children love learning how we work – and, of course, they get to enjoy the rides as well,” said Andy Chapman.

“We’re passionate about education, which is why we don’t just offer exciting workshops and experiences for children, but also run inspirational teaching events, giving teachers creative ideas to ignite their pupils’ imaginations.”


Teachers are encouraged to book a pre-visit in advance of a trip, where Andy will give them a tour, answer all of their questions and show them the Learning Lab.

For more information, visit www.paultonspark.co.uk.  If you are a teacher or education blogger and would like to preview Professor Blast's Learning Lab at Paultons Park - please email education@paultons.co.uk. 

Press enquiries to:
Lisa Barry, Liz Lean PR, Tel: 01202 701828, E: lisab@lizleanpr.co.uk