We have been on Purplemash using 2code. We went on Fun with fish and made our own fish screen saver.
Then we went to 2DIY and we made our own shape games for our friends to play
We have been onto Purplemash to use 2Code
We completed Fun with fish and now we’re onto Bubbles. We have to use a ‘when clicked’ block. We had to make the bubbles disappear!
In Year 3 we have been creating algorithms. We worked in pairs to create a sequence of instructions and then our partners had to follow the algorithm using a Bee-bot. We also had to complete Bee-bot challenges on the computer.
We have also been using Blue-bots and Tactile readers to create algorithms that will make the Blue-bot move in a square. We had to test our programmes and correct (debug) them if there were any mistakes. Once the Blue-bot moved in a square we tried to change our algorithms so the Blue-bot would move in a rectangle.
We transferred this knowledge to a different kind of floor robot - Pro-bots.
The sequence of the algorithm for a square was the same, but we had to add numbers to the instructions. Once to tell the Pro-bot how far to move forward and again to tell it how far to turn. Squares have 4 right angles so we knew the Pro-bot had to make 90º turns.
Scratch is a programming language enables children to program interactive media such as stories, games, and animations.
Before we started to program with Scratch we had an 'unplugged' lesson where we had to create an algorithm to instruct a pretend robot (teacher) to make a jam sandwich.
This helped us to understand that when programing a computer you have to be very specific (a computer can only do exactly what it is told to). The mistakes the robot made helped us know where to debug our algorithms.
Unfortunately no-one was available to video our lesson, but below is a video from Philip Bagge demonstrating the same activity.
We then used our knowledge to start programming with Scratch. We had to choose a sprite (a character or object) and use the different colour blocks to build a script. We made scripts to make our sprites change colour, move and make sounds.
In Year 4 we have been using the 'Repeat' command to make the Pro-bots draw different shapes. We used this formula to write and edit our algorithms:
Next we transferred this knowledge to the computers. We used MS WinLogo and had to give the computer precise step by step instructions to draw simple shapes and letters. Then we simplified the steps by using the repeat command, we even taught the computer what the shapes are by making procedures! We had to work out the angles in the shapes and letters to get the turtle to turn the correct amount and think carefully about which direction to turn. If something went wrong we could look back at our instructions and find which part had the bug!
In Year 4 we started by using the scratch sprites to make patterns. We focused on making our scripts as simple as possible. We had to drag the sprite, click the turn blocks and the stamp block to create a symmetrical pattern.
Afterwards we made a program to tell a knock knock joke. We had to choose two sprites and use the 'broadcast' block so that one sprite would tell the joke and the other one would reply.
Finally we turned Scratch into an Etch-a-sketch game! We used the pen blocks to set the colours and size of the line, and the motion blocks to make the sprite draw as we pressed each arrow key on the keyboard.
Year 5 made a ping pong game. We had to create three sprites and animate them in different ways. The ball bounced around randomly, one bat followed the mouse and the other moved when the arrow keys were pressed. We also had to make a code so that the ball bounced off both bats. Then we added a variable to keep score, each player's score increased when the ball touched the other player's boundary line. When the game was working we could add sounds and make the game stop when one player reached 20 points.
The makey makey is a circuit board that lets you use everyday objects to control computer programmes. It works by creating electrical circuits.
It uses the keyboard arrow keys, space and mouse left click. You can connect the makey makey to the computer or laptop with a usb and then use crocodile clips to connect the ‘keys’ to anything that conducts electricity. You also have to connect the earth wire to complete the circuit. When you touch the objects, the computer just thinks you are using the keyboard.
Next, we created a game controller for Pac-man using Play-doh. Once the controller was working we thought of different ways we could attach the earth wire to ourselves and our team mates so we could play 'hands free'.
We also used the makey makey with Scratch to create an algorithm to make an animal sound. We drew an animal and recorded the sound it makes on scratch. We then programmed it so that when we touched the drawing it would make a noise.
We used scratch to make a piano. We created an algorithm for each note from G to E that would play when we pressed the arrow keys, space and click.
Then we connected the makey makey to fruit, vegetables or Play-doh and used these objects to play a song!
In Year 6 we used Scratch to program and control the InO-Bot floor robot.
The InO-Bots have 8 RGB lights, 2 white LED headlights, a speaker, and light, sound and distance detectors. We made programs to create different light and sound patterns, and to control how the robot moved.
We also used Scratch to make a Space Invaders game. We had to make sure the rocket would move with the arrow keys and shoot a laser! To make the aliens move down the screen we made sure that when the green flag was clicked, the program moved the aliens to a random place at the top of the screen. A loop forever command makes the alien automatically move down the screen. The aliens disappear when they are hit by the laser and then reappear at the top of the screen.