Programming - Option 1: Bee-Bot

Programming is introduced through the use of a Bee-Bot; exploring its functions, creating a video to explain its capabilities, undertaking an unplugged activity, creating a world for a Bee-Bot to explore and programming Bee-Bots to tell a story

Choose your lesson

Lesson 1: Getting to know a Bee-Bot

Exploring a Bee-Bot device and making predictions about what it might do, building up to trying out the buttons, then explaining the outcomes witnessed

Learning Objective

To explore a new device

Lesson 2: Making a Bee-Bot video

Creating an explanatory video describing how to use a Bee-Bot, considering its different functions and operations. Planning the video will involve a structured sequencing process to capture all the visual information intended for the video

Learning Objective

To create a demonstration video

Lesson 3: Precise instructions

The roles of the programmer (giving instructions) and Bee-Bot (carrying out the instructions) are explored through role-playing in this 'unplugged' lesson, which requires no technology of any kind

Learning Objective

To plan and follow a set of instructions precisely

Lesson 4: Bee-Bot world

Programming Bee-Bots with instructions to reach an exact ​destination with the use of a Bee-Bot world mat created using a specifically designed mat template

Learning Objective

To program a device

Lesson 5: Three little pigs

Directing a Bee-Bot from its previous destination to alternate images on a themed Bee-Bot mat, with the use of the well-known story of the 'Three little pigs'

Learning Objective

To create a program

Assess your pupils

Assessment quiz and Knowledge catcher. These can be used at the start of the unit to access where pupils are in their learning as well as the end of the unit to assess progress. Go to assessment resources