Algorithms & Programming is...
Algorithms are sets of instructions. We use instructions every day to get things done. A chef follows a recipe to make her favourite dish; the recipe is an algorithm. A pupil may follow a set of instructions to carry out a science experiment in school, those instructions are an algorithm.
Programming is the implementation of algorithms. We learn to write computer programs so that computers can follow our instructions to behave intelligently, Add a little creativity to programming and it often results in innovation.
The workshops that fall under this category all have an element of programming, or at the very least algorithmic thinking within them. Pupils are taught to solve problems by writing and implementing their own algorithms, through dance and magic and more.
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The orginal Code Kingdoms game reffered to in this pack is no longer active, however all principles used throughout this unit can be applied to other graphics-based learning environments. The Code Kingdoms developer is still active and can be used via:
Loopy Games aims to help pupils design and create their own game using methodology that reflects the processes followed in the UK Games Industry. Developed in consultation and collaboration with Kuato Studios and the Video Games Ambassadors, this workshop brings industry expertise into the classroom.
This workshop introduces students to binary in an innovative way. Starting with investigating why computers use binary, students explore how to represent decimal numbers in binary and then how to use this knowledge to create Super Mario courses using Super Mario Maker 2 that test the players understanding of binary representation. The design, exploration and development stages of the beginner workshop fit nicely into KS2.
We all play games; it’s one of the most popular leisure activities in the UK. Whether it’s playing video games or board games or even physical games; participating in them can help spark curiosity and develop important critical thinking & problem solving skills as well as address whatever issues the designer originally intended. This workshop aims to teach pupils key concepts of games design. Developed in collaboration with Disney and Playniac the Digital Schoolhouse brings knowledge from the games industry into the classroom.
The Robo-Challenge workshop is based on materials from the IBM Robo-Challenge competition. A yearly challenge run for year 5 and 6 students in the greater London area. The intention of this workshop is to integrate these outstanding resources within the Digital Schoolhouse educational framework and allow more students to be able to benefit from them.
Storytelling is something that captures the hearts and minds of all children. This workshop uses that to engage pupils in a day that not only inspires them to write their own story but to do so in a way that furthers their own learning and development in programming.
This enrichment day covers both the Computing and English programmes of study at Key Stage 2, and many of the learning outcomes (particularly 1 – 5) are taken from the Upper Key Stage 2 Programme of Study for English.
This resource was originally developed by Magic Makers which is a Paris-based coding school developing creative programming workshop for kids. Since 2014, they have introduced more than 10, 000 children to the basics of coding, with the ultimate objective of contributing to the development of creative programming in France. In preparation of the launch of Starlink: Battle for Atlas on October 16 2018, Ubisoft and Magic Makers collaborated to create a dedicated coding program based on the universe of the game.
Surprise Stories brings together the programmes of study for English and Computing in a way that is sure to leave the class giggling. The workshop inspires and encourages creativity and brings together creative writing along with key programming concepts.
Taken from the material originally developed at Langley Grammar School, this workshop combines mental maths skills with computing and algorithmic thinking. The day begins by encouraging pupils to think about about algorithms and introduces this concept through magic. Early on pupils are encouraged to decompose existing puzzles and tricks to identify the algorithm behind them as well as extend their learning to develop their own puzzles and magic tricks. Pupils then move onto the concept of variables and random numbers using unplugged activities before the quiz is introduced.