Designing an animated program
I can design an algorithm and follow it to create a program.
Designing an animated program
I can design an algorithm and follow it to create a program.
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Lesson details
Key learning points
- Planning a programming project involves making a design to record ideas.
- When creating a design for a program, algorithms are written to describe the steps the program will need to carry out.
- Programs that people use are created from the algorithms that are designed.
- The speed of a sprite controls how quickly it moves across the screen.
Keywords
Design - a plan for what you want your program to do
Appropriate - a choice that fits the design
Algorithm - a set of clear instructions that can be followed by a human, which can be used to make a program
Speed - how fast or slow a sprite moves
Common misconception
Planning on paper is a waste of time and will slow a project down because extra work needs to be completed.
Planning on paper will make a project better because ideas can be made clear and possible problems later can be avoided.
To help you plan your year 1 computing lesson on: Designing an animated program, download all teaching resources for free and adapt to suit your pupils' needs...
To help you plan your year 1 computing lesson on: Designing an animated program, download all teaching resources for free and adapt to suit your pupils' needs.
The starter quiz will activate and check your pupils' prior knowledge, with versions available both with and without answers in PDF format.
We use learning cycles to break down learning into key concepts or ideas linked to the learning outcome. Each learning cycle features explanations with checks for understanding and practice tasks with feedback. All of this is found in our slide decks, ready for you to download and edit. The practice tasks are also available as printable worksheets and some lessons have additional materials with extra material you might need for teaching the lesson.
The assessment exit quiz will test your pupils' understanding of the key learning points.
Our video is a tool for planning, showing how other teachers might teach the lesson, offering helpful tips, modelled explanations and inspiration for your own delivery in the classroom. Plus, you can set it as homework or revision for pupils and keep their learning on track by sharing an online pupil version of this lesson.
Explore more key stage 1 computing lessons from the Creating animations in programs unit, dive into the full secondary computing curriculum, or learn more about lesson planning.
Equipment
Children will need access to a tablet device with the ScratchJr app installed.