Lesson 1: Tinkering with Logo

Children are introduced to text-based programming, exploring the capabilities and commands of the programme Logo and creating basic designs.

Before the lesson

Learning objective

  • To tinker with a new piece of software

National curriculum

Pupils should be taught to:

  • 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

 

Success criteria

Cross-curricular links

Attention grabber

Main event

Differentiation

Pupils needing extra support: should explore simpler 2D shapes, sticking to squares, rectangles and triangles of different sizes.

 

Pupils working at greater depth: After they have used one loop, discuss what they think would happen if they put another loop between to ‘do’ and the ‘end’. Have the children try this (tinker) and then reflect on what happened.

Wrapping up

Assessing pupils' progress and understanding

Vocabulary

Created by:
Sway Grantham,  
Computing specialist
Sway Grantham (@SwayGrantham) is a Primary School Teacher, a CAS Master Teacher and Specialist Leader in Education for Primary ICT. She also has a BCS Certificate in Computer Science Teaching (Primary). She has written several curricula and conducted research into the…
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