Bee-bots 1,2,3 Programming

An introduction to programming

Age: 5-7 years (can also be adapted)

Type: Bee-Bots

Curriculum Links to: Maths

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RESOURCE OVERVIEW:

Pupils create a sequence of instructions (an algorithm) to draw the shape of a numeral e.g. 3. An algorithm is a sequence of instructions, or a set of rules, for performing a specific task. Programming in this activity involves taking the algorithm and using it to program a Bee-Bot to navigate a route tracing out the shape of the numeral.

PUPIL OBJECTIVES:

  • I can write an algorithm.
  • I can program and debug a Bee-Bot to follow my algorithm.

TEACHING ASSESSMENT OPPORTUNITIES:

  • Informal teacher assessment of pupils during main task and plenary. Focus on how pupils write their algorithms for the numerals and then program their Bee-Bot to follow this, debugging if required.
  • Assessment of pupils' algorithms photocopied from whiteboards.

LESSON TIMING: 35 min

This lesson in your curriculum

Computing

  • Understand algorithms, how they are implemented as programs on digital devices and that programs work by following clear, precise instructions
  • Create simple programs


Maths
Geometry – position and direction:

  • Year 1 pupils should be taught to: describe position, direction and movement, including whole, half, quarter and three-quarter turns
  • Year 2 pupils should be taught to: use mathematical vocabulary to describe position, direction and movement, including movement in a straight line and distinguishing between rotation as a turn and in terms of right angles for quarter, half and three-quarter turns (clockwise and anti-clockwise)