Coding and programming links with a number of areas across all the Key Stages in the curriculum. The following examples are extracts from the NI Curriculum:
- Children learn best when they have opportunities to be actively involved in practical and open ended challenging learning experiences.
- Write in a range of genres, including instructional text.
- Understand and use a range of positional words.
- Explore movement with programmable devices.
- Follow/give directions from/to a partner for simple and complex movements.
How we help
We provide tailored teacher sessions, for all Key Stages, developing confidence in using coding and programming apps, imparting sound knowledge of how they can be used across the curriculum. We show leaders how to integrate coding opportunities across the school, showing progression and differentiation throughout the year groups. With fantastic, hands on activities, including programming drones capable of flight, teachers will understand the importance of visual programming as a stimulus for high quality learning and teaching in Literacy, Numeracy and the World Around Us.
We run really fantastic and engaging sessions for pupils in all Key Stages. Pupils will be introduced to the concepts of coding & programming . Pupils will be made aware that code is needed to be written by programmers for a range of things they use in their everyday lives e.g. Playing FIFA, accessing the Sky Plus guide and recording TV programmes. It is a must that teachers sit in on the sessions to see how coding apps can be used to engage pupils in Literacy and Numeracy activities. Pupils will realise how they can become expert coders in everyday activities in the classroom as they program characters to make 2D shapes, focusing on angles, turns, direction and properties of shapes.
Click here to download our full brochure on coding, programming and Games based learning.
All of our programs are covered by our digital badge reward system to ensure the pupil experiences culminate in a rewarding outcome that can be used to transition to further learning opportunities.
Drop us a line and we we can explore whats best for the school – sustained training, adhoc sessions or pupil workshops.
Have a look below to see how coding & programming apps are used in the classroom.
Bugs and Buttons – Foundation Stage.
A superb app with excellent graphics. Pupils will develop their skills in sequencing and ordering, a great way to introduce writing simple code and instructions in the Foundation Stage classroom.
Daisy the Dinosaur – Key Stage 1.
A great app using simple vocabulary that pupils can understand when introduced to instructions, repeats and loops. Can be used when teaching positional words and turns.
Hopscotch – Key Stage 2.
A real favourite. Pupil can program objects and characters while making games and animations. In this example, pupils in Primary 5 have dragged blocks into an algorithm (set of instructions) to make a character move in the shape of a rectangle. Reinforces a range of areas including 2D shape, angles and parallel lines.
Tickle – Key Stages 1 & 2.
Another favourite that can be used in Key Stages 1 & 2. Pupils can drag blocks into sequences and loops to make games linking to topics in the curriculum. A great feature of this app is that pupils can creat code for drones to fly safely around the classroom, think of the engagement in a lesson! In this example pupils have programmed the drone to fly around the classroom in a square. They had to recall the size of the angles and to repeat the instructions 4 times.