This session built upon yesterday’s blog post, with the terminology discussed and the section on computational thinking linking to both sessions. This session however, will look specifically at these within the key stage 2 curriculum. Again it will specifically focus on programming and the links between computational thinking and algorithms. The key stage 2 curriculum states that children should be able to (Department for Education, 2013):
– 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 work and to detect and correct errors in algorithms and programs
– select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information
Let’s go
At the beginning of the lesson we worked as a whole group to look at two different activities. We needed to assess the activities and decide what skills the children will be required to use if they were using the programmes. We used the below Padlet to express our opinions and ideas. I thought this was an excellent collaboration tool that I would encourage all schools to set up for their own members of staff and that of others to share their ideas. This would allow teachers to build their own knowledge and banks of resources that they can use to challenge learners.
Within the classroom the teacher could utilise a similar activity. The teacher could upload a number of different programmes that differ in their difficult to create and analyse. The children could then look at the activities and give them a go, before looking at the different skills they have had to use. Thus this would offer the teacher a good understanding of the children’s knowledge about the different skills and will allow the children to experience how they can look at programmes in a critical way. To extend learning the teacher could add in-efficient programmes and also programmes that are coded incorrectly to see if children can apply their understanding of decomposing, logic, debugging and evaluation. Alternatively, the teacher could use it so children can compare, analyse and evaluate different programmes. In this way the children will be being critical and finding their own preferences. This would be good to do at the end of the year to see which children prefer and this can be utilised when planning for next year to engage the children even further. It can also be an indication of what as been taught with detail and which ones the children have struggled with. Here the teacher can review their own teaching of these programmes and ensure they improve these to help other year groups they will teach in the future.
I would also like to point you in the direction of one of the activities we had to analyse. Although I am unable to share this through embedding due to the software used I can provide you with the link. It links exceptionally well with science, and with myself being a science specialist it really appealed to me. It would be an excellent programme to use when teaching about animals and grouping them by their characteristics. Firstly, the children need to work out the correct characteristics and then when completed they can begin to group them together. See the screenshot below:

Progression
Further to yesterday we discussed more advanced and more broader terms that can be used with key stage 2 children. They can also be introduced to key stage 1 children but they are unlikely to use these unless they have mastered the earlier skills and have had a broad range of experiences. I would like to take this point further. It is all well and good that children can use skills on one activity and one programme, but can they use them on multiple programmes and platforms. In placement 1b the teacher moved the children straight onto key stage 2 curriculum resources if they had completed the activity for key stage 1. Whilst this is beneficial in that it advances a child’s knowledge and shows progression, I personally felt that the teacher should have allowed the child to practice their skills on a different programme. In this way the child would have gained more confidence across a broader range than only being able to use one programme. Without the ability to use a range of programmes the children will not be able to evaluate them and say which they prefer and why. This is strongly supported by Dr Chipendall (2013) Some of the skills also relate to life skills that children will need and again as yesterday’s post did, highlight the holistic nature of computing. It is important the within computing and programming lesson we use activities that get children thinking about and applying the computational thinking skills. Here are some of the additional terms and their corresponding definitions that we discussed in today’s session:
preservation – This is never giving up and having the determination to succeed even if something goes wrong. A vital life skill!
abstraction – This is the term used for simplifying things. In simpler terms making the programming more efficient. It focuses upon finding and analysing what is important, in a way this uses decomposing.
evaluation – This involves making a judgement about the algorithm. It can include questioning your activity to ensure it is efficient and correct.
logic – “Logic is the study of reasoning. The purpose of logic is to help us try and make sense of things: it helps us establish and check facts” (Barefoot Computing, n.d.)
For a more detailed explanation and visual element of these skills and concepts take a look at the Barefoot Computing website.
Bridging the gap – Key stage 1 to Key stage 2!
We first looked at how we can bridge the gap between key stage 1 programming and key stage 2 to help the children see the links and also make a smooth transition. This simple Scratch activity (Pizza Pickle) shows the children the different blocks that Scratch encompasses. It requires children to put together these blocks to create a pizza following the instructions. This step by step process (algorithm) helps children to see how the programme works and let them understand how these blocks form together to create an algorithm and also teaches them the early steps of sequencing. I really enjoyed the programme and made my pizza correctly. I also had to use logic to make sure I was following the instructions correctly. Why not change this into a unplugged activity. In a cross-curricular link allow children to make their own pizzas or any other food and create instructions. They can then use this to create their own programme similar to the one above. Very meaningful and engaging! Here is a screenshot of the Scratch activity:

http://scratch.mit.edu/projects/24669802/#editor
Help children with the terminology and their meanings
A way to help children is to create a computing display with all the key words accompanied by their meanings and diagrams. This provides a visual element to aid the children during lessons. These could be created by the children to make the learning personal and memorable. This would therefore be a good activity as a first lesson to get children thinking about the key terminology and the skills that are required. They could then create personalised checklists that they can use to evaluate and assess their own work as they begin their own activities. These can be added to and kept on file to show their progression throughout the year. This provides solid evidence of the child’s confidence in computing. This would be good to use before the above activity.
Barefoot Computing also offer a resource that can be used with some Scratch activities. These are excellent resource for all teachers as it breaks down the different skills that can be utilised within the activity. It is especially good for teachers who lack confidence in computing and highlights differentiation techniques. I must admit I found this very useful from a trainee’s point of view, whose confidence was low. Below is an example of one of their help sheets that links to the Pizza Pickle activity.
Scratch
Scratch Overview from ScratchEd on Vimeo.
The above video gives a really good quick insight into how Scratch works and gives a vast range of ideas into how it can be used. I found it really helpful as it helped to recap the knowledge that we were taught last year. It is a computing programming software website that can be used to create a wide range of different programmes, activities, games, etc. This is completed through completing a step by step algorithm My own experience, confidence and knowledge in using Scratch is very low, so I worked extremely hard today to get use to the programming tools and what is required to make it work. Scratch allows users to be creative. They can change their sprite (character on the screen – example below), the motion of their sprite, the colour, the size and even add sounds to enhance their activity. This is a way that learning can also be progressed and links closely to giving the activity an audience and purpose. With an audience and purpose in mind, children will become more focused on the task in hand. It also gives them something to evaluate against. For example, the children could create a game for younger children in the school that works around phonics or early mathematical learning.

http://scratch.mit.edu/projects/867638/
To use Scratch you need to drag and click together various blocks into a logical reasoned sequence to form an algorithm. Children can see and alter their design blocks whilst trying out their activity and this allows them to make changes and explore. In this way it also involved analysing, evaluating and debugging their algorithm to ensure it works and is at its most efficient. Here it is clear to see that Scratch require users to use the high end levels and concepts of computational thinking and is excellent to allow children to practice, apply and prefect their skills. The Scratch additionally fit together like a jigsaw emphasising the fact that these need to be put together to create a algorithm and also are engaging because children will have had previous experiences of these (Simpson and Metcalfe, 2012, p.68). In this way the programme clearly highlights the important computational concept, decomposing.
The great thing about scratch is that differentiation is always available, because children can look at other projects already created and use their codes to help them with their own. They can even simply just change the numbers and colours of these code as a starter to explore how the programme works. This is known by Scratch as the getting started projects. This is how I today learnt about programming and the Scratch programme. This links very closely to a constructivists view of learning, because children are learning by doing. Additionally, the children can add to this coding to make the project their own and then save this and share it with the wider community. This will give children a sense of pride in their work and the confidence to use Scratch even further. This could be progressed to children then using Scratch Cards (picture below). These cards show different activities that children can complete and show the coding that they will need to add. Both the strategies below offer a fantastic way into using Scratch and allow the children to explore the different blocks, what they can do and what they represent. They therefore provide a platform for children to become more independent because they require less input from the teacher. They also make children use computational skills such as decomposing, analysing and evaluating without actually doing much computing themselves. However, we must be aware as Turvey et al. (2014, p.184) state, that through only following other people’s codes little computational thinking or problem solving needs to be applied. Therefore, we need to give children problematic algorithms that do not work. Here children will need to apply the skills to find the problem and then decide upon how best they can solve this. They will then need to evaluate their choices to make sure they work correctly and are the most efficient. This pedagogical method is highly supported by Literacy from Scratch (n.d.) who found it very useful and beneficial in the two schools they tested Scratch on.

Example Scratch card
To progress learning children could create a range of Scratch projects that develop in complexity and difficulty. When each activity as been completed they can create a short video that talks about the skills they have used and any problems they faced. They could also analyse the programme and the buttons they used, highlighting the ease of using these or the difficulties. These can then be collated at the end of term for a final assessment grade to take place. Alternatively, children can annotate print outs of their work, showing their reasoning to why the have done certain things. This will highlight their conceptual understanding and if followed up by open questioning by the teacher, even further understanding can be progressed and targets can be set.
Focusing on Scratch with Mathematics and Art
Scratch is a really good creative tool that links together computing, mathematics and art. Today we looked at using colour and shape in art with computing. We began by researching different pieces of work completed by other users. I myself used Helen Caldwell’s pinterest for ideas. We then looked at the activity: KS2 Shapes and Crystal Flowers. I really liked this example as it provided me with the confidence to create my own Scratch project. With myself lacking confidence it was really helpful to see an example of how I could create a good project. However, the activity as was said above did not test my knowledge and understanding and apart from learning how to copy, I didn’t really learn anything else. However, it did give me ideas!! Therefore, it can be used in computing lessons to stimulate ideas but personally it should not be used for much more, unless they have mistakes in them for children to analyse, debug and evaluate. From this I created my own piece of work. Although this is not the most technical or best piece of work it gave me great confidence and a sense of pride. This will also happen to children and we should celebrate everything they produce, and also give them feedback on how they can improve. This activity focused upon repetition. It helped to put repetition into a meaningful context that allowed me to understand the concept. Therefore, getting children to create simple Scratch projects using the vocabulary and skills is the best way to make these memorable.
In the classroom this could be made more challenging by:
- Asking children to change the colour of their pen/drawing
- Adding further instructions to make a different shape/pattern
Our Activity for a Beginner Scratch Art Project
Today I worked with Jasmin Peppiatt, Katy Lord, Josh Howe and Amanda Dowling to create a Scratch activity that progressed on from the above activity I created independently.We wanted to make our activity more cross-curricular to add meaning and context and therefore linked it to mathematics, science and art. The main focus of our lesson was stars, incorporating shape and colour. We wanted to make our activity progress from one aspect to another and decided to begin with an unplugged activity. Our unplugged activity would be based on the below activity sheet:
Children here will complete instructions for a star and then pass this to two of their peers who would complete the drawing by following the creators instructions. Once they have completed their drawings they should give feedback to the creator we will then alter their instructions if required. We decided to use a unplugged activity because as the Digital School House (n.d.) state, they aid children because they help to link computing to real-life. Another unplugged activity that could be used with children is to set them a challenge. This could involve moving a object from one place to another using the blocks used in Scratch. Scratch offer print out blocks (picture below) that can be used for children to gain understanding and knowledge of the Scratch system before actually using it on the computers.

Scratch blocks to use as an unplugged activity
This would then lead onto a plugged activity. We would begin this by showing children the below Scratch project that we created and the coding that goes with this.
The children will need to decompose the instructions to work out how the finer detail relates to the output and then think of different ways these can be altered to make the programming more efficient and also to change the star created. After decomposing, children can use the above project as a stimulus to create their own project on their own creation of a star. They will need to keep focus on art, through looking at colour and shape. To differentiate, children could be required to change the colour of the star or the number of turns made. To challenge learners further the children could try to create two stars on the same page in different positions.
The extension activity above would be used to challenge the learners. This contains an incorrect algorithm in that it does not make a complete shape (mathematics link). Children will need to use their decomposing and debugging skills to correct the algorithm and complete the star. They could even create an instructional and annotation video that talks about how they used debugging. This could be used to aid children who have struggled with the activity.
For further differentiation, children could be put into mixed ability groups, and as teachers we could create scratch cards that would give clues and contain all the vital vocabulary. Our cards will also ask questions that will make the children use the computational skills and reflect upon their own progress. This will allow children to gain a deeper understanding and begin to evaluate and think about debugging.
Computational thinking skills required – decomposing, evaluate, debugging, logic. algorithms, patterns and repetition.
We then added our group work to the resource bank so other trainee’s could use it and get ideas from it.
Website Review
In my last blog post I recommended Barefoot Computing and the same applies to this post. Above I have given a flavour of the resources that they offer. These types of resources are available for all aspects of the computing curriculum at both key stage 1 and 2. For further details look at my key stage 1 blog post. Today, I would like to share with you Literacy for Scratch’s website. They offer primary teaching resources, ideas on pedagogies and also examples of children’ work which have been annotated to allow the user to see the different techniques used. This therefore provides another excellent resource bank for teachers and it is again another website I would really recommend anybody working with children add to their long list. The website also offer ideas on cross-curricular teaching that can be utilised to make the learning more engaging and meaningful. Helen Caldwell’s pinterest is another website I would recommend for all ideas computing. You could also take a little look at my pinterest for some ideas that I have came across and liked during my time as a trainee teacher.
Reflection
Today I saw the value of using a collaborative approach. This helped me to gain ideas and allowed me to discuss and use the knowledge of others to make my own knowledge and understanding better. Despite my own lack of confidence I really enjoyed using the programme although I found it very frustrating at times. This will be very similar for children so differentiation is key. I think by using an unplugged activity, especially if this is accompanied by the scratch blocks will help children build the confidence and knowledge about the buttons. I have also built my knowledge about teaching and assessing learning in the classroom.
In the classroom
So how would I teach and assess learning in key stage 2 programming?
Ways of teaching
- Give children the codes for different activities that have certain mistake in and let them debug them. They can then use this code to create their own activity. This will allow children to use a wide range of computational thinking skills and allow them to create a programme that is more efficient.
- Build on from unplugged activities. The teacher could use an unplugged activity in the starter of a session and children can use this as a stimulus to create their own programme. They could write down or record the instructions from the unplugged activity and then try to recreate these using a computer programme software such as Scratch. This shows that unplugged can be used more into key stage 2 as well.
- Children could use the Scratch Cards or cards created by the teacher to make an activity using the information on the cards. To be more beneficial these cards such contain key vocabulary and also questions that will make the children reflect. There should also be mini-plenaries that will allow the children to ask questions and also give the chance for the teacher to assess and make sure children are on task. Here differentiation can be used if children are finding the activity too difficult.
- The teacher could model the activity on the board and use children’s input. This will allow for collaborative discussion through using talk partners were children will share ideas, justify and reason. This will be a good way to introduce skills such as debugging. Turvey et al. (2014, p.184) claim that a collaborative approach in good to tackle more “open-ended design based tasks”. Through this collaboration children can create storyboards that contain different scenarios and also discuss the different ways that their output can be altered and made more engaging for the audience and purpose. However, when working in groups we need to ensure that all members are active and that some children do not take the lead role and talk all the time. This may need to be taught to children beforehand.
Assessment Ideas
- Mini-plenaries throughout activities to ensure children are on task and also to help support children who are struggling. Here the teacher can offer the differentiation they have planned. It may also mean that the teacher as to model ideas or chose another teaching strategy such as the one above if the general consensus are struggling.
- Children can discuss their own activities/projects and talk about the skills/concepts they have used. This can be completed in different ways. A good way to incorporate more computing would be through videos. Children could edit these using iMovie or Windows Movie Maker and add screenshots to aid their discussion and annotation.
- Children can create their own assessment checklist from the display board idea mentioned near the beginning of this post. Children could assess their own and then go and peer assess someone else’s work. These could be completed with talk buttons and the children could leave feedback for their peer. The peer can then return to their computer, listen to the feedback and then build on this to make their project better. In this way children are learning to evaluate and apply the feedback this to improve their project.
- Children can upload to a blogfolio that can be shared between different schools. Each school could then swap these and use them in one lesson to test. They could even log onto the actual activity and change the coding or add to it to show an improvement and their building knowledge. This additionally gives purpose and meaning, engaging the children further, not that they need it!!
Hopefully these ideas have given you an insight into the number of ways that programming can be taught and assessed. Remember to use the Barefoot Computing website and the Literacy fro Scratch website for further lesson ideas and resources. Remember if you are not confident in this aspect just as I was, there is help available!
References
Barefoot Computing (n.d.) Logic: Predicting and analysing. Barefoot Computing [online]. Available from: http://barefootcas.org.uk/barefoot-primary-computing-resources/concepts/logic/ [Accessed 1st January 2015]. (Need to log in to see this information).
Department for Education (2013) Computing Programmes of Study: Key stages 1 and 2. Department for Education [online]. Available from: https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/239033/PRIMARY_national_curriculum_-_Computing.pdf [Accessed 2nd January 2015].
Digital School House (n.d.) Computer Science vs. ICT explained…. Digital School House [online]. Available from: http://www.resources.digitalschoolhouse.org.uk/recommended-reading/174-dsh-recommended-computing [Accessed 2nd January 2015].
Dr Chipendall (2013) Beyond Scratch. Primary Computing [online]. Available from: http://primarycomputing.co.uk/2013/03/09/beyond-scratch-2/ [Accessed 1st January 2015].
Literacy from Scratch (n.d.) A joint project between schools in London and Prague. Literacy from Scratch [online]. Available from: http://www.literacyfromscratch.org.uk/ [Accessed 2nd January 2015].
Simpson, D. and Metcalfe, J. (2012) Creating, processing and manipulating information. In Simpson, D. and Toyn, M. (eds.) Primary ICT Across the Curriculum. 2nd ed. London: Learning Matters, pp.52-76.
Turvey, K., Potter, J. Allen, J. and Sharp, J. (2014) Primary Computing and ICT: Knowledge, Understanding and Practice. 6th ed. London: Learning Matters (SAGE).