Computational Thinking – Alien Contact!

About this unit

An unplugged unit to develop your students into strong computational thinkers by solving a wide range of exciting unplugged problems. Will they be able to solve the problems, earn the trust of an alien species and cement a new galactic friendship?!

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 logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
  • use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact.

Curriculum Mapping

Why this? What does it build on?

This unit builds on the Key Stage 1 unplugged computer science unit Action algorithms. It examines computational thinking concepts through a series of problem solving lessons for the students. Through the unit, they will need to use and understand logic, evaluation, abstraction, pattern recognition, decomposition and algorithms. We will be hoping to see them use a variety of approaches as they solve the problems, which build on work from a number of other curriculum areas such as maths shape and number problems, P.E teamwork and barrier games, computer science concepts such as encryption, binary data and how it is used to represent images, and digital literacy and online safety when using social media.

What comes next?

The digital literacy content in this unit will be built upon in our Digital Literacy and online safety units for Year 4, Year 5, and Year 6.

The IT content in this unit will be built upon in What is a computer? where students revisit binary data and how it can be converted to represent anything on a computer, and also in and Inside the internet(Year 6) and Physical computing with a Raspberry Pi (Key stage 3).

The computational thinking skills learned will also be applied in all of our programming 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.

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

Lesson Slides

Detailed lesson slides for you to use when delivering this unit of work with your class

Unit Assessment Sheet

Use our simple assessment system to measure your students' success in this unit of work.

Lessons

Lesson 1

  • To understand what computational thinking is
  • To recognise and apply computational thinking concepts and approaches to solve problems.

Lesson 2

  • To understand that binary code can represent many things
  • To explain how images are converted into binary code and vice versa
  • To recognise and apply computational thinking concepts and approaches to solve problems.

Lesson 3

  • To use logic and reasoning to evaluate digital content.
  • To understand and explain how to stay safe online. 
  • To recognise and apply computational thinking concepts and approaches.

Lesson 4

  • To recognise and apply computational thinking concepts and approaches to solve problems.
  • To collaborate and communicate effectively with team members

Lesson 5

  • To understand that encryption is a way to keep data private.
  • To encode and decode Morse code messages
  • To recognise and apply computational thinking concepts and approaches to solve problems.

Lesson 6

  • To give precise, unambiguous instructions in an algorithm
  • To detect and correct errors in algorithms
  • To recognise and apply computational thinking concepts and approaches to solve problems.

Full Computing Glossary

Take a look at our full computing glossary, plus key vocabulary for each age group.

Key computing vocabulary for this unit

Abstraction - Removing unnecessary detail to help you solve a problem (a computational thinking concept)

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.

Binary - Binary is the language computers use. It is a series of 1s and 0s and is also used in mathematics.

Command – a step or line of programming.

Cyberbullying - using digital devices, sites, and apps to intimidate, harm, and upset someone

Debug – to detect and correct the errors in a computer program.

Decomposition - Breaking a problem down into smaller parts (a computational thinking concept)

Digital footprint - a record of what you do online, including the sites you visit and the things you post; it can also include things that others post that involve you.

Evaluation - Making judgements (a computational thinking concept).

Inference - an educated guess based on evidence

Logical reasoning – a systematic approach to solving problems or deducing information using a set of universally applicable and totally reliable rules.

Online - using a digital device to visit a website or app that makes use of the internet.

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.

Patterns - Spotting and using similarities to solve problems (a computational thinking concept)

Personal information - information about you that cannot be used to identify you because it is also true for many other people (e.g. your hair colour or the city you live in)

Private information - information about you that can be used to identify you because it is unique to you (e.g. your full name or your address)

Program – A sequence of instructions written to perform a specified task on the computer

Repetition (also known as  ‘Loop’ or ‘Iteration’) – a programming construct in which one or more instructions are repeated, perhaps a certain number of times, until a condition is satisfied or until the program is stopped.

Sequence – to place programming instructions in order, with each executed one after the other.

 

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