Algorithms: Learning to give instructions which need to be precise. Sequencing: What is it, how useful is it?
Decomposition: Alien needs to get ready for school problem. What does he/she need to do?
Pattern recognition: Guess who?
Abstraction: What is the minimum amount of information you can get away with?
Problem solving: General problem solving activities using computational thinking.
Systems: External parts of a computer.
Identifying computers around us.
Introduction. What is the Micro:Bit and how to make it work.
Loops involving animations.
Introduction to variables using random images.
logical reasoning / Debugging. Creating own Micro:Bit dice game.
Input / outputs - making music 1.
Decomposition: Frustration game, design, make and code.
Algorithms: Rock, paper, scissors.
Sequencing: Music 2, connecting an external output.
Variables: Morse Code.
Sequencing: Morse code, sending messages using the radio function.
Music 3 - keyboard, connecting external inputs.
Decomposition: Spinner game, design, make and code.
Algorithms: Controlling an led using the Micro:Bit. Pupils learn to install extensions.
Sequencing involving Traffic lights.
Variables in pelican crossing program.
Abstraction: Traffic lights II.
Sensors / selection: Automatic street lighting.
Problem solving: Airport challenge. Design own unique set of lights for an airport crossing.
What is computational thinking? The lift breaks down, design own algorithm to get it going.
What is data and how is it stored?
Data representation: How are images stored and displayed by computers usinf only 1 and 0?
Benefits of using a simulator? Rollercoaster activity.
Benefits of using a simulator? PowerPoint: classroom design.
What are networks? what is the difference between the World Wide Web and the Internet?
Introduces the ‘while’ loop.
Coding a stopwatch using the ‘while’ loop.
Physical stopwatch, design, make and code.
Code your own calculator, variables and maths.
Introduce the ‘for’ loop with animated patterns. Also looks at the x and y axis to control the on-board LEDs.
Reaction game, design, make and code. Includes on-pin pressed.
Guess my number? Searching algorithms.
Checking data and accuracy. Why does data need checking. Simple solutions.
Code your own spirit level. Introduce the accelerometer as an input.
Chase the dot game. Variables and the x and y axis to control the on-board LEDs.
Chase the dot II, revisits the ‘while’ loop and random numbers.
Sensors (Exploring new inputs). Pupils take reading using the on-board temperature sensor.
Anemometer. Pupils learn about motors and generators, revisit decomposition and record data in a graph.
Anemometer II. Extend with the ‘while’ loop and variable to record the highest reading.
Sensors: if dark turn on lights (white). Build mini tunnels. Beep horn. Control bottom lights.
Sonar sensor: Detect object, slow down and eventually stop. Add in reverse / turn.
Sonar sensor: set to follow your hand. Add check left/right when lost.
Line tracking. How to follow a line.