Coding For Kids

Page 1

Ages 3-5

Coding For Kids

Hands-on guide to the new Literacy


g n i Cod s d i k for

tage S n o i t a d n rs fou Early Yea 3-5

By

Shittu Jr


Every effort has been made to trace copyright holders and obtain permission for the use of copyright materials. The author will gladly receive information enabling them to rectify any error or omission in subsequent editions.

All facts are correct at the time of going to press. All referenced websites are correct at the time of going to press.

Published 2022 Author: Shittu Jr Text, design and layout © Wizbits 2022

All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without prior permission of Bitmaker Teaching Ltd.


Coding for Kids A beginner's class on the fundamentals of coding

Opportunity to learn; Animation Game Development Algorithm Web Design App Development Digital Making

Fridays and Weekends

For enquiries; contact Tunde via 08141301044 | jrshittu@gmail.com


CONTENTS

05 Computational Thinking

33 Debugging

44 Variables: Values, Types and Operator

52 Functions

14 Algorithms: Selection, Sequence and Repetition

38 Conditions and Branching

49 Data Structures: Arrays, Objects and Methods

56 Plugged Activities


Computational Thinking is a fundamental skill for kids, not just adults or computer scientists. Just like reading, writing and arithmetic, It is an essential skill require for building sound analytic ability in kids. CT represents how to solve problems; changing what looks like a difficult task into a simple one that is easy to deal with. Children aged 3-5 will develop computational thinking skills in a really fun way, starting from exciting unplugged to plugged activities in this booklet

05


COMPUTATIONAL THINKING Four key Principles

ABSTRACTION

DECOMPOSITION

BREAK DOWN A COMPLEX PROBLEM

FOCUS ON WHAT'S IMPORTANT

PATTERN RECOGNITION

LOOK FOR SIMILARITIES OR TRENDS

ALGORITHM

CREATE STEP-BY-STEP INSTRUCTION

06


DECOMPOSITION COUNTING ON THE FARM Let's find out how many animals in uncle ben's farm

Sheep

Goats

cows

chickens

Total number of Animals

07


DECOMPOSITION FRUIT BASKET

How many fruits can you see? Add them all up, then write the answer in the box.

Pineapple: ________ Cherries: ________ Passionfruit: _______ Bananas: _______ Coconuts: _______ Grapes: ________ Watermelon: ______ Apples: _______

08


DECOMPOSITION Find your inner piece

Mindful colouring puzzle Instructions: Colour in the picture, then cut around the pieces. Ask a friend or family member if they can put your puzzle back together.

09


ABSTRACTION

What shape can you find in the character above ?

10


ABSTRACTION

Match The Shapes Draw a line from the object on the left to the shape that matches it.

11


PATTERN RECOGNITION How many flowers can the little girl put in her basket to give her mother, following the right path?

Number of the flowers

12


PATTERN RECOGNITION

Cage Arrangement Identify the pattern and predict which animal comes next

Which animal comes next?

A.

B.

C.

13


ALGORITHM

STEP-BY-STEP INSTRUCTION TO COMPLETE A TASK

15

SELECTION decisions or choice making

22

SEQUENCE A set of instructions that are followed in order.

REPETITION OR LOOP Instructions that can be repeated until a condition is met

31

28

PLUGGED ACTIVITIES Get hands-on with tools and concepts.


SELECTION Take Sam home Help sam get home from school draw the arrows or commands to help sam get home

here's the program....

and here is the written description !

1. Move forward 2. Move Upward 3. Move forward

Now you try!

here's the program.... what goes here?

Now try to complete the written description below ! 1. 2. 3. 4. 5.

Move forward Move Upward Move forward Move __________ Move ______

15


SELECTION Cheese Hunt Help the mouse get to the cheese safely draw the missing arrows to tell the mouse the direction to get the cheese safely.

Now you try!

what goes here?

16


SELECTION Take Ibtihaj home Help Ibtihaj get home from Cafe draw the missing commands to help Ibtihaj get home

here goes the program.... what goes here?

here goes the program.... what goes here?

17


SELECTION Family Vacation Read the commands and predict where the family visits during the summer vacation.

This program takes the family to

Jerusalem

Start here

Now you try!

This program takes the family to A.

B.

C.

New York City

London

Paris

This program takes the family to A.

B. New York City

C. London

18

Paris


SELECTION Back-to-School Shopping Write the commands to add items you'll need for the new school session to the cart.

Start here

follow this program to add

Books

Now try to add more items to the cart follow this program to add

follow this program to add

follow this program to add

follow this program to add

follow this program to add

follow this program to add

19


SELECTION Family Vacation: Part Two Choose the commands that helps the family travel on the quickest route(fewest steps) to the locations.

Which is the quickest route to Jerusalem?

Jerusalem

A.

B.

Yes!, correct

Start here

Now you try! Which is the quickest route to London?

London B.

A.

Which is the quickest route to New York City?

New York City A.

B.

20


SELECTION Family Vacation: Part Three Write the commands to help the family travel from one location to another

This program takes the family to France from Jerusalem

Jerusalem

Start here

Now you try! What program takes the family to London from New York City?

New York City

London

What program takes the family to Jerusalem from London City?

London

Jerusalem

21

France


SEQUENCE Chicken Lifecycle Instructions: Use number to label the following stages of the lifecycle of a chicken.

22


SEQUENCE Plant Lifecycle Instructions: Use number to label the following stages of the lifecycle of a plant.

23


SEQUENCE

before school

My Morning Routine Instructions: Use number to label your morning routine in the correct order. In the blank box, draw something you do that is unique to your morning routine.

Go to school

Wash

Brush teeth

Eat breakfast

Make & pack lunch

Wake up

1

Say goodbye

Get dressed

24


SEQUENCE after school

My Afternoon Routine Instructions: Use number to label your afternoon routine in the correct order.

Homework

Reading

Playing

Goodnight

Brush teeth

Do jobs

Go to bed

Get dressed

Dinner

25


SEQUENCE Find the missing Figure Directions: Fill in the missing numbers in each set using the cues provided.

1 6 2

4

1

5 13 15

3 9

4

8 10 16 18 9 2 5 11 17 23 30 26

10

45

25


SEQUENCE Baa Baa Black Sheep Directions: Label the pictures below. Cut and Stick the pictures to the red flow chart.

Baa baa Black Sheep, have you any wool? Yes sir! Yes sir! Three bags full One for the master, and one for the dame. And one for the little boy who lives down the lane

lane

Baa baa black Sheep, have you any wool?

And one for the little boy who lives down the lane

wool

wool One for the master, one for the dame

wool

Yes sir! Yes sir! Three bags full

27


REPETITION

Daily Routine Instructions: Write the number of times you repeat the daily routine in the box

Eat

Brush Teeth

Write here the number of times

Write here the number of times

Take a nap or sleep

Play with friends

Write here the number of times

Write here the number of times

28


LOOPS

Shapes Array Instructions: Write the number of times the loop repeats

the

loop repeats ____ times

the

loop repeats ____ times

the

loop repeats ____ times

29


LOOPS Take Ibtihaj home Part two Help Ibtihaj get home from Cafe

Write the number of times Ibtihaj needs to loop (repeat) the two commands

here goes the program....

What about......

Now you try!

How many times do Ibtihaj needs to loop these two commands

30


City Flight Fly across the city

Lesson type

Visual/Block based Coding

Year Group

Age Group:

3-9

Requirements

EYFS A Computer or Tablet capable of running ScratchJr

Objectives

An understanding of Algorithm concepts and approaches

Can you make the pilot fly across the city

1. CHOOSE BACKGROUND

2. CHOOSE CHARACTER

Delete the cat(press and hold)

3. RESIZE THE CHARACTER

4. MAKE PROGRAM A. press this from the block categories

A. press this from the block categories

B. Select and drag this to the program ing area

B. Select and drag this to the programing area

C. Try to add the remaining blocks to make this program

C. press it to shrink the character

D. Click this to start the animation

D. move the character to the top of the scene

31


MOON Invader A walk in the space

Lesson type

Visual/Block based Coding

Year Group

Age Group:

3-9

Requirements

EYFS A Computer or Tablet capable of running ScratchJr

Objectives

An understanding of Algorithm concepts and approaches

Can you make the character walk in space 1. CHOOSE BACKGROUND

2. CHOOSE CHARACTER

Delete the cat(press and hold)

3. MODIFY THE CHARACTER

4. MAKE PROGRAM

A. press this

B. Click this to trigger the camera

C. click the face of the astronaut, then position your face to match it.

How would you make the astronaut go only halfway across the screen? Can you add some more people to the space?

32


DEBUGGING find and remove incorrect commands

34 FIND THE BUG Don't get the mouse killed!

Treasure Island

Find the incorrect commands and circle them.

35 36

BUG HUNTING

FIND THE BUG

37

BUG HUNTING Take her home


DEBUGGING Find the Bug One or more of the commands in the code below is incorrect. Find the incorrect commands and circle them.

this is the bug

Now you try!

find and circle the bug

34


DEBUGGING Find the bug One or more of the commands in the code below will get the mouse killed Find the incorrect commands and circle them.

find and circle the bug!

find and circle the wrong command!

35


DEBUGGING Bug Hunting One of the character below has the correct code. Find the character with the correct program commands and circle them.

this is the correct code

Now you try!

Circle the character with the correct code

36


DEBUGGING Treasure Hunt One of the character below has the correct code to take the kid to treasure island Find the character with the correct program commands and circle them.

Circle the character with the correct code

Circle the character with the correct code

37


Branching draw a line to link the conditions to match the conclusion

if...

then...

38


Branching draw a line to link the conditions to match the conclusion

if...

then...

39


Branching What if

Complete each conditional statement.

if you're hungry, then... eat

if you're tired, then... ?

if it is cold outside, then... ?

if you're happy then... ?

A condition is an exception to a rule. It tells the program to change directions Branching is when an Algorithm makes a choice to do one of two (or more things).

40


Conditions Complete each conditional statement.

A condition is an exception to a rule. It tells the program to change directions Branching is when an Algorithm makes a choice to do one of two (or more things).

then, no school if it's weekend or holiday then, we will go to school

then,___________________________ if it's raining then, _______________________

then, _________________________ if it's festive period then, _________________________

41


Branching draw a line to link the conditions to match their conclusion

when...

do..

42


Branching write in the space provided to Complete each conditional statement.

when awake, do...

pray brush teeth bath

when ready to eat, do...

when in the school, do...

___________________ ___________________ __________________

___________________ ___________________ __________________

when return home from school, do... ___________________ ___________________ __________________

when it's bedtime, do...

43

___________________ ___________________ __________________


variables Humpty Dumpty In this activity, There are blank spaces in the nursery rhyme where words are missing. They are our variables, come up with values (words) to include as options in the rhyme.

Humpty Dumpty _______ on a wall (verb) ____________________ had a great fall (Noun) All the king's ________ and all the king's men (Noun) Couldn't ____ Humpty together again (verb)

44


variables

MYSELF fill in the missing variables to describe yourself

My Name is ____________ what is your name?

I am _______ years old how old are you?

I live in ____________ where do you live?

I'm ____________ how are you?

I attend ______________ school what school do you attend?

45


variable types Button Sort Identify the variable, cut and affix the buttons into appropriate bottle

Integers

Strings

Booleans

1

Y

4

D

TRUE

R

FALSE

7

A

6

F

9

46


operators

butterflies math 1+2

3+2

5x3

8/2

5x2

4/2

7-2

9-4

5-3

47


operators

spooky maths Instructions: Look at the key, then resolve the spooky maths problems!

4

3

6

2

5

1.

+

=

2.

+

=

3.

+

=

4.

-

=

5.

-

x

=

6.

-

-

=

7.

+

-

+

=

+

+

-

=

8.

48


Arrays Directions: Cut out the words and glue them in the boxes in Index order.

Let Halloween= {cat, bat, witch, treat, pumpkin, moon}

2

4

0

5

1

3

0 1 2 3 4 5 cat

treat

witch

pumpkin

bat

moon

Array is a way of storing several items These items must have the same type (only integers, only strings, …) An array can not store different kinds of items. Every item in an array has a number so the programmer can get the item by using that number. This number is called the index Index starts from zero '0'. i.e first item in an array has an index of zero Array Length is the total number of items in an array

49


objects

Human Face Use the words below to label each facial feature.

Ears

Eyes Head

Mouth Nose 50

Chin


objects Design your hero A hero can be a parent, sibling, grandparent, friend, teacher, coach, or anyone! What do you think makes someone a hero? Directions: Choose someone in your life who is a hero to you. Draw a picture of them and define their properties in the JavaScript template below.

Meet Tunde!

This is Tunde. He is someone's hero! His unique properties are defined in the JavaScript code below.

__________ = new Hero () ; tunde = new Hero () ;

__________.hair = _________

tunde.hair = brown

__________.eyes = _________

tunde.eyes = black

_________.job = ___________ tunde.job = Teacher

_______.personality1 = __________ __________.personality2 = _________ _______.personality3 = ___________

tunde.personality1 = discipline tunde.personality2 = Caring tunde.personality3 = resilient

51


Methods Methods are functions/actions that can be performed on objects. Directions: Match the objects below to their respective method

ride

play

kick

swim 52


Functions Daily functions Directions: Write the sequence of the steps for each task below

Wash Hands

A function is a sequence of commands that can be reused together later in a program

Pray Eat Wash Hands

Eat Breakfast

Brush teeth

Go to School

Get Dressed

Functions also allow for separation of code, so we can easily use it again throughout a program.

53


Functions Play Football Directions: Write the football skills you know to complete the function

function playfootball(){

dribble() shoot() __________ __________ __________ __________ } 54


Functions happy new year

Directions: Write the things you do during a festive season

function celebrateNewYear(){

party() ____________ ____________ ____________ ____________ } 55


Plugged activities Top 5 Coding Apps for EYFS

ANDROID, IPHONE, IPAD, WINDOWS

ANDROID, IPHONE, IPAD

IPHONE, IPAD

hopscotch coding app IPHONE, IPAD

ANDROID, IPHONE, IPAD

56


F o g r n K i ids d o C

HELLO WORLD

Written by Shittu Jr © Wizbits 2022


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