Micro:bit Mastery

About this unit:

In this unit, pupils build on their prior knowledge of the BBC micro:bit to develop more advanced programming skills and apply them to purposeful projects. They will explore how to design, write, test, and refine programs that include multiple inputs, outputs and variables. They will also explore how AI machine learning works and apply those principle to micro:bit projects.

National Curriculum Links - Computing KS2

The content of this plan cover the following National Curriculum strands: 

  • Programming & Algorithms: Use sequence, selection, and repetition in programs; work with variables and different forms of input and output; detect and correct errors in programs.
  • Computational Thinking: Apply logical reasoning to explain how simple algorithms work and to detect and correct errors in algorithms and programs.
  • Digital Design & Creativity: Select, use, and combine a variety of software (including micro:bit tools) to design and create digital content that accomplishes given goals.
  • Problem Solving & Purposeful Use: Undertake projects that involve designing, writing, and debugging programs to accomplish specific goals, including controlling physical systems.

Curriculum Mapping

Why this? What does it build on?

This unit builds on the computer science units with a physical computing focus in Key stage 2. The primary pre-learning to this unit is covered in Getting Started with the BBC micro:bit, which introduces students to this device and some of the coding concepts that they will build on in this unit, including inputs, outputs, conditions and variables. Similar concepts are also covered in all our units that use LEGO Education kits, where motors, lights and sensors are also used as physical inputs and outputs. Getting Started with a Crumble also offers similar options, using a Crumble controller.

What comes next?

The next steps for students beyond this unit could be exploring some of the other projects on the micro:bit website themselves. As they move into Key stage 3 they may also revisit the micro:bit, LEGO robotics and come across other physical computing devices such as a Raspberry Pi or Arduino board. They will also begin to use a written coding language in Key stage 3. Python is most commonly taught in KS3 and works well with a micro:bit as well as LEGO Spike Prime kits. Lots of self-led Python projects are available on microbit.org

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

  • Understand what conditional statements (selection) are, and why and when to use them in a program
  • Understand what variables are and why and when to use them in a program.
  • Learn how to create random outputs from a range of possibilities.

Lesson 2

  • Understand inputs and outputs and give a variety of examples of how they are used. 
  • Design, write and debug code to collect accurate walking data.
  • Collect, save and analyse data from a micro:bit.

Lesson 3

  • Understand and explain what Machine Learning is
  • Train a machine learning model with data and test its accuracy
  • Apply a machine learning model to make a smart fitness tracking device.

Lesson 4

  • Understand, explain and use the radio function on  a micro:bit to wirelessly transfer data.
  • To send, receive and decode a coded message.

Lesson 5

  • Understand, explain and use the radio function on  a micro:bit to wirelessly transfer data.
  • Understand and explain encryption of data.
  • To send an encrypted message and decrypt a message you receive.

Lesson 6

  • To combine AI machine learning and radio sending to create a smart device. 
  • To innovate and improve a smart device

Suggested Software

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)

Accelerometer - An accelerometer is a device that measures acceleration forces, such as gravity and motion, by converting them into electrical signals. These devices are used in various technologies, including smartphones for orientation detection and vehicles for stability control.

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.

Artificial Intelligence (AI) - Artificial intelligence (AI) is the simulation of human intelligence processes by machines, especially computer systems. It is a field of computer science focused on creating systems that can perform tasks requiring human-like intelligence, such as learning, reasoning, problem-solving, and decision-making.

Block –  a ‘chunk’ of programming or a particular graphic block or piece found in a graphical programming language such as Scratch or MakeCode. Blocks linked together are called a script. To find out what a block does, right-click on it, then select help from the pop-up menu.

Blocks Palette – the library of blocks in most graphical programming languages.

Bluetooth - A method of wirelessly allowing the exchange of data over short distances from devices.

Command – a step or line of programming.

Coordinate (noun) - Cartesian coordinates are a set of values that show an exact position. In a 2D environment, such as on a graph, two axis are needed, each with an equal number scale. The X axis represents the horizontal position of a point, the Y axis represents the vertical position of a point. Coordinates in a 3D environment require a third axis (Z) which represents depth. Coordinates can be commonly used in coding to position objects (sprites in Scratch) within a program’s visual environment.

Condition - A programming rule to dictate when something in a program will happen. Sometimes referred to as an If-Then statement, because IF a condition is met, THEN an action is performed.

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

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

Encoding - The communication process when the source or sender selects words, symbols, pictures to represent a message that will be delivered to a receiver(s). This process involves putting thoughts, ideas, or information into a symbolic form.

Encryption - The process of converting readable data into an unreadable format, called ciphertext, to protect it from unauthorised access. It uses algorithms and a secret key to scramble information, and a corresponding decryption key is required to convert the ciphertext back into its original, readable form

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.

Machine learning - Machine learning is a form of artificial intelligence (AI) where computers can learn from data provided to them by people. Computers can use what they learn to make decisions.

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.

Pedometer - A device worn by someone to collect data on the number of steps they wave walked or run. The device uses sensors to detect movement and logs each step while also displaying the data on a screen. More advanced fitness trackers and smart watches also perform similar tasks and are capable of collecting lots more health and fitness data.

Processor / Central Processing Unit (CPU) - The microprocessor is the brain of the computer. It deals with inputs, thinks what to do with them, and then sends commands to the outputs of the computer.  It is very smart and fast at calculating things, most processors will deal with millions of instructions per second. Other factors come into it as well, but a better, faster CPU will help your computer run faster and let it carry out more tasks at the same time.

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.

Script – blocks are snapped together into stacks, called scripts. Each block is a single instruction. When you click on a script, the instructions are executed from the top of the script to the bottom.

Selection – ‘when things happen’ - A programming construct in which the instructions that are executed are determined by whether a particular condition is met (see Condition).

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

Smart devices - An electronic gadget connected to the internet that can perform tasks beyond its basic function through automation, remote control, and data sharing. These devices use hardware and software, including microprocessors, to interact with users and other devices, enabling them to collect, process, and transmit data. Examples include smartphones, smart TVs, smart speakers, fitness trackers, and internet-connected home appliances like thermostats and refrigerators.

Variable - A variable is a piece of information in a program that we want to store, but are able to change, such as a score, the time left, or the user’s name.

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