Kodu – An independent project

About this unit:

Give your class the opportunity to unleash their full creative and coding potential with this independent Kodu project. Students will work independently to plan, design, test and evaluate their own Kodu game, using a resource bank of ideas to support them. 

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 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 independence and assumes some prior knowledge and experience with using Kodu Game Lab. 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. Kodu sports also provides another, more structure unit of work to extend your students coding and design skills using Kodu Game Lab.

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

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.

Project parts

Part 1

Students work independently or in pairs to think about game genres, look at online safety advice around gaming and begin to research ideas and possibilities for creating games with Kodu Game Lab.

  • Identify different gaming genres.
  • Understand and explain how to stay safe when gaming.
  • Research features for creating a video game.

Part 2

In Part 2 students will create a detailed plan on paper to provide them with structure and direction for making their game.

  • Create a detailed plan for a video game
  • Clearly explain the key features of a video game plan

Part 3

In this section, students will carefully follow their plan and use our Kodu 'How to' guides to independently build, code and test their game. Expect this section to last at least three lessons.

  • To independently create a 3D environment appropriate for a specific video game genre
  • To design, write and debug programs that accomplish specific goals.
  • Use logical reasoning to explain how code works and to detect and correct errors in programs

Part 4

When their games are complete it's time to self-evaluate their work, and then offer some evaluation feedback to their peers.

  • To make judgements about digital content when evaluating it.
  • To use evaluation criteria to identify and suggest improvements.

Suggested Software

Kodu Game Lab 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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