Programming: Pixels and positions
Exploring Scratch programming, focusing on pixels, coordinates, degrees, nested loops and debugging logic errors.
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*New* Programming 1: Scratch: Pixels and positions
Please note
Scratch is a project of the Scratch Foundation, in collaboration with the Lifelong Kindergarten Group at the MIT Media Lab. It is available for free at https://scratch.mit.edu.
Unit outcomes
Pupils who are secure will be able to:
- Explain that digital visuals are measured in pixels and that computers use x and y coordinates to describe position.
- Use coordinates in Scratch to place and move sprites accurately.
- Understand that rotations and turns are described in degrees and use this to control movement and create repeating patterns.
- Design and code a game that uses pixels, coordinates and degrees to control movement.
- Use nested loops to make code more efficient and recognise when loops need an end to avoid errors.
- Experiment with and adapt code during testing to improve and enhance a game.
- Systematically test, identify and fix bugs in programs, explaining what they changed and why.
- Evaluate their finished Scratch project and describe how it meets its purpose.
Suggested prior learning
Programming 2: BBC micro:bit
Get startedLessons
Lesson 1: Pixel power
Lesson 2: Target coordinates
Lesson 3: Rotate and repeat
Lesson 4: Programming a game
Lesson 5: Showcase and evaluate
Key skills
Related content
Unit resources
Knowledge organiser – Computing Y6: Pixels and positions
Aimed at pupils, two pages providing key facts and definitions from the unit 'Pixels and positions'.
Vocabulary display – Computing Y6: Programming: Scratch: Pixels and positions
A display version of the vocabulary from the unit 'Pixels and positions'.
Cross-curricular opportunities
English: Spoken language.
Mathematics: Geometry – position and direction; Number – number and place value.
Geography: Human and physical geography.
British values: Mutual respect.