BF_AccessTools-RESOURCE72ppi

Accessible Adventures in Coding

Brought to you by Scratch and Barefoot

BF_AccessTools-RESOURCE72ppi

Age: 5-11

Type: ScratchJr, Scratch

Curriculum Links to: Computational Thinking Concepts & Approaches: tinkering / creating, Computer Science Concepts: logic / evaluation, English

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RESOURCE OVERVIEW:

In this activity pupils learn about the importance of accessibility in the technology we use. They design and create their own accessibility tools through coding projects in Scratch Jr / Scratch.  There is an activity set for pupils aged 5-7 years, one for 7-9 years and one for 9-11 years. 

Code-along available: YouTube    Vimeo

PUPIL OBJECTIVES:

 

5-7

  • I can design a tool to help people when using technology
  • I can use sound recording blocks within ScratchJr
  • I can improve a program in ScratchJr

7-9

  • I can define the words inclusive and accessibility
  • I can discuss the challenges people face when using technology
  • I can use text to speech blocks within Scratch

9-11

  • I can define the words inclusive and accessibility
  • I can discuss the challenges people face when using technology
  • I can use speech to text blocks within Scratch

 

TEACHING ASSESSMENT OPPORTUNITIES:

 

  • Informal teacher assessment of progress during main task, class discussions and plenary. Focus on pupil understanding of the tools they have used to make their programs accessible.



Formal, summative assessment of Scratch Jr / Scratch projects if required

This lesson in your curriculum

Age 5- 7 years

Computing - KS1 - English National Curriculum:

  • Understand what algorithms are; how they are implemented as programs on digital
  • Devices; and that programs execute by following precise and unambiguous instructions create and debug simple programs
  • Use logical reasoning to predict the behaviour of simple programs

Ages 7 - 9 years and 9 - 11 years

Computing - KS2 - English National Curriculum:

  • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
  • Use sequence, selection, and repetition in programs; work with variables and various forms of input and output
  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs