Video summary
A primary school class is using Scratch visual programming language to code instructions to make a car race around a track, helped by science presenter Minna Kane.
They first draw the track using paint tools, then pick a car 鈥淪prite鈥, or icon, to instruct to drive around it.
They paint the headlights of the car different colours, and use IF/THEN commands in a FOREVER loop to tell the car to change direction if the headlight colour meets the background colour at the edge of their track.
In this way, they can tell their car to stay on the road.
They enter speed as a variable, and find that at higher speeds it is harder for the car to stay on the track, as the program has less time to react.
They lower the speed to debug the program.
Minna Kane wonders if speed is the only parameter that would affect the program like this, and encourages viewers to experiment themselves.
This clip is from the series Cracking the Code.
Teacher Notes
This could be used across a number of curriculum objectives: design and write programs that accomplish specific goals, including simulating physical systems, working with variables and to show the use of selection and repetition in programs.
It could also be used to demonstrate how a simple algorithm works.
This clip will be relevant for teaching Computing at KS1 and KS2 in England and Northern Ireland, Design and Technology KS2 in Wales and Computing Science and ICT at Second Level in Scotland.
Computing KS1 / KS2: Programming a robot crocodile. video
A class builds a Lego crocodile and use Raspberry Pi computers and the Scratch programming language to make it snap its jaws!
Computing KS1 / KS2: Creating computer generated visual effects. video
How visual effects in film and television use programs to control CGI behaviour.
Computing KS1 / KS2: Programming a computer game. video
Schoolchildren create their own simple games using on screen sprites.
Computing KS1 / KS2: Programming a robotic toy car. video
A toy car is programmed to move between two locations on a town plan.
Computing KS1 / KS2: Programming robots to play football. video
How robots can be programmed to respond to what they see, by simplifying situations.
Computing KS1 / KS2: Simulating the experience of F1 racing. video
How realistic, computer-controlled racing simulators are used for training F1 drivers.
Computing KS1 / KS2: Programming a webcam. video
A small computer and a webcam are programmed to take high altitude weather photographs.
Computing KS1 / KS2: What are bitmap graphics? video
Schoolchildren create large bitmap images using black and white coloured squares.
听