Kodu Sports
National Curriculum Links - Computing KS2
The content of this plan cover the following National Curriculum strands:
- 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
- use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
Why this? What does it build on?
This unit builds on the computer science units with a coding focus from Key Stage 1: Action algorithms and Programming direction (Year 1) and Programming with Scratch Jr and Programming with Logo (Year 2). It also follows on from Getting started with Kodu (Year 3) which introduces the coding language of Kodu Game Lab and is an essential prequel to the lessons in this unit. This unit requires a higher level of design skills and contains more complex programming concepts in the game projects. Our 3D design unit also supports design in the 3D world of Kodu Game Lab.
What comes next?
The learning in this unit is built upon in other Key Stage 2 units Building retro games - pick a project (Year 5), Getting started with the BBC micro:bit (Year 6), LEGO robotics (Year 5) and our optional unit Getting started with Crumble. These units all provide the opportunity to use other programming languages and so broaden their knowledge and understanding of programming concepts required at Key Stage 2 and beyond.
The 3D design skills from this unit are also built upon in our design unit Manipulating images (Year 6), where students will learn 3D digital sculpture and photo editing skills.
View our full curriculum map
Take a look at our full curriculum map to see how units across all year groups, from Year 1 to Year 6 link.
Unit Resources
Key computing vocabulary for this unit
Algorithm – an unambiguous procedure or precise step-by-step guide to solve a problem or achieve a particular objective. A set of instructions for achieving a goal or solving a problem.
Block – a ‘chunk’ of programming or a particular graphic block or piece found in a graphical programming language such as Scratch or Kodu.
Command – a step or line of programming.
Debug – to detect and correct the errors in a computer program.
Decomposition - Breaking a problem down into smaller parts (a computational thinking concept)
Execute – to follow a series of instructions. The computer or robot follows the instructions in order to complete the program.
Input – data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors. Information which is received by the computer from a keyboard, mouse or sensor e.g. pressing the left mouse button or space bar creates an input.
Logical reasoning – a systematic approach to solving problems or deducing information using a set of universally applicable and totally reliable rules.
Output – the information produced by a computer system for its user, typically on a screen, through speakers or on a printer, but possibly though the control of motors in physical systems. Also an action performed by the computer e.g. switching on a light, moving a turtle or sprite across the screen.
Program – A sequence of instructions written to perform a specified task on the computer
Selection – ‘when things happen’ - A programming construct in which the instructions that are executed are determined by whether a particular condition is met.
Sequence – to place programming instructions in order, with each executed one after the other.
Sprite – A graphical object that can be controlled by programming.
Variables – a way in which computer programs can store, retrieve or change simple data, such as a score, the time left, or the user’s name.
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