MOON LANDING CODING WORKSHOP
Programming a robot to get to the moon - can we do it? KS1 & KS2
Al the Robot (Al short for Algorithm) needs some step by step instructions to get on to her space module and get to the moon. Who can help?
This morning workshop is designed to appeal to both Key Stage 1 and Key Stage 2 (it's a 'simulation' of a robot for KS2 - NASA does simulations all the time!) It's basic structure can be explained to a lesser or greater depth depending on the audience, but the ultimate question is still, can we debug our algorithm to get Al on the rocket successfully or not?
Our half hour moon landing 'coding pantomime' can be shown to a large audience, and then the follow up hall activities are delivered to smaller groups in class sizes.
ENVIRONMENTAL CODING WORKSHOP
Discover how computing can help save the planet! KS1 & KS2
This waste reduction-focussed show gives the students the chance to combine their concerns for the environment with problem solving using computing.
We use the visual image of reducing packaging to encourage the children to think about how to write algorithms of their own to program 'Al the Robot' to reduce the amount of waste in the shopping basket. Maybe they can even use it to program their parents!
As with our other coding events, the 30 minute 'coding pantomime' is then followed by a variety of age-specific activities designed to embed the learning and help the children understand coding concepts in an engaging and tangible way.
TRADITIONAL TALES CODING ADVENTURE
We're going to write a program to make porridge - but will it be too hot, too cold, or just right? KS1
The Three Bears need our help make Baby Bear's porridge so Goldilocks invites Al the Robot to come and help. Things go wrong to begin with, but after some debugging, it all turns out well in the end!
This Key Stage 1 workshop uses the children's knowledge of a traditional tale to couch the coding curriculum terms in a familiar environment. Great fun is had by all getting the porridge ready, but will it be done before the bears are back from their usual morning walk?
Can we design an automated lunch-bot app before our time runs out? KS1 & KS2
In the context of healthy eating, children learn how to write algorithms and debug them to get the results they were hoping for.
Our fun workshops capture their imaginations with our coding pantomime embedded with key words from the computing curriculum, and kinaesthetic, hands-on learning. But will we do it in time?
The 30 minute adaptable show is then followed by activities designed for different levels and age groups to help embed the learning and kick start the computing curriculum.