Getting started with Kodu

About this unit:

Introduce students to creating games with Kodu. Program your characters and design your 3D worlds to make exciting collecting and racing  games.

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

Curriculum Mapping

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 introduces the coding language of Kodu Game Lab and covers concepts such as sequence, selection and working with variables.

What comes next?

The learning in this unit is built upon in our Kodu - An independent project unit of work, which, as the name suggests, aims to open to all the possibilities of Kodu game lab to the students so they can plan, design, test and code their own game, while making use of some of the more advanced features of the software.

These other Key Stage 2 units provide the opportunity to broaden their experience of using other programming languages, and the knowledge and understanding of programming concepts required at Key Stage 2: Animation with ScratchProgramming Scratch maze gamesBuilding retro games - pick a project.

Getting started with the BBC micro:bit, LEGO robotics and Getting started with Crumble also provide opportunities to program and control physical systems.

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

  • Create and refine sequences of commands to make a character move
  • Use logical reasoning to debug algorithm

Lesson 2

  • Plan and design a 3D game environment
  • Create and refine sequences of commands to make a character move
  • Use logical reasoning to debug algorithms

Lesson 3

  • Design programs with sequence and selection that accomplish specific goals
  • Use logical reasoning to debug algorithms
  • Evaluate a program that they have created and say what they liked and what could be done to improve it

Lesson 4

  • Plan and design a 3D game environment
  • Create and refine sequences of commands to make a character move
  • Use logical reasoning to debug algorithms

Lesson 5

  • Plan and design a 3D game environment
  • Create and refine sequences of commands to make a character move
  • Use logical reasoning to debug algorithms

Lesson 6

  • Evaluate a program that they have created and say what they liked and what could be done to improve it
  • Make improvements to a game based on feedback

Suggested Software

Kodu is a wonderful free tool from Microsoft. It lets you create amazing 3D games with visual programming language (in a similar way to Scratch).

  • You can download Kodu for free HERE
  • You can find out more about Kodu HERE

Full Computing Glossary

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

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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