Learning objective

  • To create a program that tells a story.

Success criteria

  • I can use programming to give the Bee-Bot clear instructions.
  • I can debug my instructions if they go wrong by identifying and correcting the mistake.

National curriculum

Computing

Pupils should be taught to:

  • Create and debug simple programs.

See National curriculum - Computing - Key stages 1 and 2.

Before the lesson

Watch
Watch
Resource: The Three Little Pigs images (pre-cut, one set per pair).

Lesson plan

1: Recap and recall

Presentation: Programming a Bee-Bot

Display the Presentation: Programming a Bee-Bot and arrange the children in pairs.

Ask the children to program the Bee-Bot to a specific image on the mat. For example:

  • How would we program the Bee-Bot to move to the parrot? (Clear, forward, forward and forward.)
  • How would we program the Bee-Bot to move to the lion? (Clear, forward, forward, right and forward.)

Ask the children to discuss with a partner or hand out whiteboards and pens and allow them to write down their program.

Take feedback and address any misconceptions. Use the route ‘A to C, avoiding B’ if the children are confident. For example:

  • Can you program the Bee-Bot from the orange flower to the snake without going over the parrot? (Clear, forward, forward, right, forward, left and forward.)

2: Attention grabber

Ask the children:

  • Who knows the story of the ‘Three Little Pigs’?
  • What happens in the story?

Explain to the children that Bee-Bots like stories and they will help retell the story of the ‘Three Little Pigs’.

3: Main event

Arrange the children in pairs and hand out Bee-Bots and the mats from the last lesson (one per pair). Provide the children with the Resource: The Three Little Pigs images (pre-cut, one set per pair) and ask the children to place them on the mat.

Practise with a few warm-up exercises, for example:

  • Can partner one get the Bee-Bot to the wolf?
  • Can partner two get Bee-Bot to the blowing picture?

Demonstrate fixing mistakes and learning from them rather than worrying about being wrong.

Presentation: The Three Little Pigs

Display slide 1 of the Presentation: The Three Little Pigs and explain to the children that they will now listen to the story of the ‘Three Little Pigs’. Ask the children to number themselves one and two. Inform the children that when one of the pictures is mentioned in the story, one of the children should program the Bee-Bot to move to that character (from the Bee-Bot’s last position).

  • Partner one: moves the Bee-Bot to the red spaces in the story.
  • Partner two: moves the Bee-Bot to the blue spaces in the story.

Use slide 2 to remind the children that they must not lift the Bee-Bot while it is moving and explain that this could cause damage to it. Encourage the children to think carefully about completing the challenge by inputting more than one instruction at a time.

Read through the story using slides 3–19 and use the coloured prompts if necessary. Pause reading while the children program the Bee-Bots.

As this is the final week in this topic, now is a good time for observational assessment:

  • Take note of who takes several steps to reach their target.
  • Look for children who get the Bee-Bot to their target straight away.
  • Observe who panics when they make a mistake.
  • Notice who can fix an error.

4: Wrapping up

Set the children some quick-fire challenges to see how familiar they are with the instructions they give. Judge how ‘quick-fire’ to make these challenges by how confident the class is.

Optional – provide each child with the Quiz – pupil answer sheet and display the Unit quiz (see link: Assessment- Computing Y1: Programming: Bee-Bot). Read each question aloud and allow the children time to answer. Reveal the answers and ask them to self/peer mark their answer sheets.

If pupils completed the Knowledge catcher in Lesson 1, they can revisit them and add new information in a different colour.

Adaptive teaching

Pupils needing extra support

Could program the route one square at a time.

Pupils working at greater depth

Should explain the shortest route as well as the longest route possible.

Assessing progress and understanding

Pupils with secure understanding indicated by: programming the Bee-Bot to reach the goal as specified in the story; identifying and correcting mistakes when they go wrong.

Pupils working at greater depth indicated by: an awareness of route efficiency; suggesting alternative routes.

Vocabulary definitions

  • algorithm

    A clear set of instructions to carry out a task.

  • Bee-Bot

    A small programmable floor robot with seven buttons (forwards, backwards, turn right, turn left, go, pause and clear).

  • debug

    Finding an issue in the program and fixing it.

  • program

    A series of instructions that are written for a computer to follow.

Sway Grantham

Computing specialist

Image Specialists 4
Sway Grantham (@SwayGrantham) is a Primary School Teacher, a CAS Master Teacher and Specialist Leader in Education for Primary ICT. She also has a BCS Certificate in Computer Science Teaching (Primary). She has written several curricula and conducted research into the impact of 1:1…
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Maintained by: Kapow Primary team

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