Next Steps Scheme of Work Unit 4282 Exploring Programming - For Assessment From January 2019
Next Steps Scheme of Work Unit 4282 Exploring Programming - For Assessment From January 2019
Next Steps Scheme of Work Unit 4282 Exploring Programming - For Assessment From January 2019
Programming
Introduction
This document is a scheme of work created by Cambridge International as a suggested plan of delivery for the Cambridge ICT Starters Next Steps
module ‘Exploring Programming’. Learning objectives for the module have been arranged in a recommended teaching order but you are free to teach
them in any order to suit your local requirements and resource availability.
Several suggested activities have been given for each learning objective. Some are short introductory or revision activities and some are more
substantial learning activities. You need to choose a variety of activities that will meet the needs of your learners and cover all of the requirements of
the learning objectives. You will need to decide on the teaching time necessary for each activity, both to suit the pace of your learners and to fit the
work comfortably into your own term times.
Suggested approaches on integrating teaching on eSafety and ethical behaviour have been included. You will need to adapt these to be suitable for
the age of your learners and to include information about local policies and laws.
There is no obligation to follow the published Cambridge International scheme of work in order to deliver Cambridge ICT Starters. This document has
been created solely to provide an illustration of how delivery of this module might be planned.
Overview
The Exploring Programming module is part of the Next Steps certificate. The progression of modules that relate to this topic are shown in the table
below.
Underpinning knowledge
Before commencing this module it is recommended that learners know:
basic directional language, such as forward, backward, left and right
angles, including those other than 90 and 180O
the properties of regular polygons (for example squares, hexagons and octagons)
how to write simple algorithms in the form of both flowcharts and basic computer programs
how to debug and predict the output of instructions within both flowcharts and basic computer programs
co-ordinates on positive and negative x and y axes
and have completed the Initial Steps Module ‘Starting Programming’.
eSafety guidance
We recommend that each school has an Acceptable Use Policy (AUP) which describes the activities that learners can, and cannot, do when
using the internet in lessons.
Explain to learners what they should do if they feel unsafe or if inappropriate content is evident on their device. This can be integrated with age-
appropriate teaching on topics such as ‘stranger danger’ and bullying.
For this module, learners may wish to share their programs on the Scratch community’s website. It is advisable to obtain permission from
parents or guardians before allowing this. Guidance should also be given on appropriate online behaviour, including the importance of following
the community’s guidelines. Teachers may wish to setup a ‘Scratch teacher’ account to manage their learners’ programs online. Further
information can be found at https://scratch.mit.edu/educators/faq.
Further information about learner safety and responsibility can be found in section 5 of the Syllabus.
Show learners a flowchart of the instructions for producing a Example flowchart In flowcharts, a decision block is
square. Explain that this flowchart contains a “decision” showing instructions to generally represented by a
block, which checks whether the instructions have been draw a square (see diamond shape.
repeated a certain number of times. For example, the Appendix A)
decision block for a square would check whether the Depending on the age of the
instructions have been repeated four times, as a square has learners, it may be appropriate
four sides. to explain that the counter within
the flowchart is an example of a
Remind learners that this flowchart is an example of an ‘variable’. A variable is a way
“algorithm” and that an algorithm is a set of instructions to storing data within the
achieve a specified objective. computer’s memory.
Ask learners to follow the instructions within the flowchart to Graph paper, rulers
draw a square. and set squares /
protractors
Explain that flowcharts will become more complicated when
they include repetition. It may therefore be clearer to write
down the instructions using “pseudo-code”. Explain that
pseudo-code a simple way of describing an algorithm that
does not use a specific programming language.
or
Ask learners to discuss how they could produce a square Learners pseudo-code
using “repeat x times” in conjunction with “move x steps”, and flowcharts that
“turn x steps”, “pen down” and “pen up” blocks. They should were created in the
share their ideas and produce a program on screen as a last group of activities.
class. They should refer to the flowcharts and/or pseudo-
The groups should then pair up and draw the shape outlined
in the partner group’s flowchart. Any errors should then be
discussed and “debugged” as appropriate.
Show learners the example image that is shown in the Example pattern This example shape can be
resources column and discuss the shapes that have been copied from this document and
used to make up the pattern. Explain that the pattern is expanded in order that it can be
made up of six squares and explain how, through turning 60o displayed to learners. It can also
after each square is drawn, we can produce six squares in a be copied from the example
circular pattern. Scratch program
‘ns_example1.sb2’
Ask learners to measure the angle between each square on This can be accessed from the
the image to check it is 60 degrees. Demonstrate how the ICT Starters Teaching Materials
angle of turn is calculated using the following formula: section of the Cambridge
360 / number of shapes = angle of turn International School Support
Hub.
Show learners a flowchart for producing this pattern, which
contains two different “Decision” blocks. Explain that the
Ask learners to experiment with creating their own Learners may need to have the
procedures within Scratch and combining them with other required blocks specified and
instructions from the “Move”, “Pen” and “Control” blocks. An then rearrange them, rather than
example could be: selecting the blocks themselves
ns_ example5.sb2
Learner’s own
flowcharts for the
previous group of
activities.
ns_ example6.sb2
Stage
1 Plan an algorithm involving repetition to draw a simple shape or pattern
2 Create a program using repetition to produce a simple shape or pattern
3 Predict the output of a program that includes repetition
4 Plan an algorithm to draw a complex shape or pattern, using decomposition
5 Create a procedure and use it in a program to draw a complex shape or
pattern
Start
Set Count = 0
Turn Left 90 o
No
Change Count by 1
End
Start
Set Count = 0
Turn Left 45 o
No
Change Count by 1
End
Start
Set Count = 0
No
Change Count by 1
End
Is count_b <4?
Forward 40mm
No
Turn right 90 o
Change count _b
by 1
End
Start
Change count_a by
1
Set count_a=0
Turn left 60°
No
End
Forward 40mm
Square
Set count_b=0
Change count_b
by 1
Yes
Is count_b<4
No
End